* Moved counts and maxs out of enums.
* Added some linebreaks to better code reading.
* Little bit tuned up BattleGroundQueue::RemovePlayer.
Signed-off-by: ApoC <apoc@nymfe.net>
Added 2 new config options - InvitationType and PremadeGroupWaitForMatch - you can find more info in default config file.
This patch can cause crashes.
Signed-off-by: Triply <triply@getmangos.com>
Active objects triggrering grid loading and updating around self like players.
It can be used for event long run movements or escoring quest travels.
Also can be used for proper implementation far vision spells.
Currently only creatures can be activated by function call (from script) cr->SetActiveObjectState(true);
Please avoid lot amount active objects in same time use. Existance active objects support isn't meaning
that each rabbit must be active creature.
Also added independent grid unloading locks for explicit unloading lock,
lock for used by instance copied grids, lock counter for actiove object spawn grids locks.
Last case required for prevent double spawn active creature walk far away from spawn point.
1) comparison singed and unsigned values
2) redundent includes
3) wrong constructor :-part field initilization
4) unused not-/*name*/-guarded args in template/virtual functions that not required like args.
5) explicitly list not implemented achievement types.
Also bugs fixed:
1) Drop wrong phase mask 0 check in WorldObject::InSamePhase.
2) ArenaTeamMember::ModifyPersonalRating incorrect work with move points in negative with infinity values in result.
3) ArenaTeam::SaveToDB code send uint64 value to string with arg format %u.
1) LocalizedPacketDo (allocate and cache packets for locale indexes)
2) MonsterChatBuilder (prepare monster chat message packet for specific locale index)
Signed-off-by: miranda.conrado <miranda.conrado@getmangos.com>
Possible fix, not checked (not have access currently to Unix host), but expected as working.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
As a result, the last relation that makes the loop is automatically removed.
An error message is displayed and core go on loading remaining records.
Signed-off-by: Neo2003 <neo.2003@hotmail.fr>
It can be in current state used for simplify scripting code that set POI and more advansed way later..
Call void PlayerMenu::SendPointOfInterest( float X, float Y, uint32 Icon, uint32 Flags, uint32 Data, char const * locName )
will removed after some time delay, and only void PlayerMenu::SendPointOfInterest( uint32 poi_id ) will exist.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>