* Check class considered have all info select object in world from suggested but grid walker list in some grid.
This also meaning that Check must always have focus object around that (and in same phase) fit objects must be.
* Searcher only must ask Check and know how from all objects fiting to Check select result object(s).
For this reason and for better compatibility removed first arg (searcher) form all Searcher classes.
Instead expected used Check::GetFocusObject() object if need ( by always need check and simolify Check classes
phase checked in Search classes). This also restore source code compatibilty in related lines with prev.client
version branches code.
* While focus object adding fixed possible wrong phase object selection at stealth detection and at corpse searches.
All commands can only have creature as the affected by command
*_SET_ACTIVEOBJECT - switch activeObject state on/off
*_SET_FACTION - changes faction
*_MORPH_TO_ENTRY_OR_MODEL - changes model to model from creature_template entry or model id explicit
*_MOUNT_TO_ENTRY_OR_MODEL - mounts on model from creature_template entry or model id explicit
*_SET_RUN - switch walkmode on/off
Signed-off-by: NoFantasy <nofantasy@nf.no>
In addition to adding fields for text id storage (in total 4 text id's), also added a comments field for developers notes in scripts (it may help those being old of age to remember what goes on in a script).
Signed-off-by: NoFantasy <nofantasy@nf.no>
It well known at account data loading if character/account have
in account data string look like pritf format string (with %s for example)
Thanks for research porblem to jwo@lighthouseapp.com!
datalong can be 0:idle, 2:random, 3:waypoint. In case 3, creature must have a existing creature_movement_template.
Command start movement for source of script. If source is not creature but target is, it will apply to target.
Optionally creature entry can be defined (datalong2) and start movement for this if found nearby (search radius defined in datalong3).
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Some spells expect this.
* Check SPELL_AURA_MOD_PET_AOE_DAMAGE_AVOIDANCE just for similarity,
currently no spels with aura 310 with special school masks.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
uint32 result used in most expressions for stack calculation/compare
Alos uint8implicitly casted to int by C++ in expressions that generate unexpected
signed/unsigned warnings in comparisons (uint8 +1) > uint32 and similar.
In addition add use of UNIT_DYNFLAG_TAPPED_BY_PLAYER
Added check to see if creature is tapped for isAllowedToLoot()
Signed-off-by: NoFantasy <nofantasy@nf.no>