Table creature_model_info store creature entry to use model from (or explicit model). The selection is based on a base modelId and racemask.
Hacks for shapeshift models removed (data included in SQL update)
Dropped no longer needed creature_model_info.modelid_other_team, as creature_model_info can and should be used instead (sorry, this is what happen when author doesn't do full research :) )
Signed-off-by: NoFantasy <nofantasy@nf.no>
This meaning that ObjectGuid only proper way create guid from lowguid now.
But packet handlers still generate uint64 guids. Some DB fields also loaded uint64 values.
Also possible existed not catches et uint32->uint64 assigns.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Also added compatibility code for old Visual Studio versions
for non standard way hash calculation for hash_set.
Thanks to Lynx3D for help in Unix side testing.
Read doc/EventAI.txt for details.
SQL query to update existing scripts are included (convert from using ACTION_T_SET_UNIT_FIELD, field 68)
Signed-off-by: NoFantasy <nofantasy@nf.no>
Also
* Fixed some amount wrong uses low guids as full player guids.
* Add private without body ObjectGuid(uint32 const&) for catch wrong assigns low guids to ObjectGuid.
In some cases need assign "0" guid, then use ObjectGuid() instead.
* Fixed .pdump commands work.
Template can be used for several cases:
* Unique creature that are already spawned in database (requires creature.MovementType=2 like guid based creature_movement)
* Summoned creature that has a pre-defined path (requires creature_template.MovementType=2)
Note that creature_template.MovementType=2 should be used with care, and must not be used for creatures that may be summoned in random locations in world.
Added additional startup checks for existing creature_movement-table
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Initialization to ensure destination is always set (prevent evade problem)
* Simplify how behavior for node is processed, incl fix MovementInform script call (based on idea/past code from Quriq14)
* Make sure last node is also processed correct (DB script for last node will now work as expected)
As usual if any problems occur, you can call our toll free customer support number.
Signed-off-by: NoFantasy <nofantasy@nf.no>
(based on Schmoozerd's repo commit 1e8c842)
Also drop `achievement_criteria_requirement` data use at start timed achivement:
its will be checked at criteria update (and complete) case. So wrong criteria will
started maybe (timer set but always fail - progress not updated.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Also
* Show response text if added at view.
* Show tickets amount at console .ticket use instead unexpected no player error.
* Allow use ticket number in .ticket respond case.
* Some code cleanups.
* Player::StartTimedAchievementCriteria can be used for activate timer
for specific explicitly starting timed achievement by timedRequirementId
in script.
* for ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST this done in core.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
In result wrong check characters complete
exalted reputation achievements at create or any reputation change event
with negative reputation. Fix prevent new cases but not do anything with
already wrongly recieved ahcievements.
Also:
* Avoid use PROGRESS_SET at normal achievment criteria progress update
becase achivement/counter in normal way can't decrease.
* At achievment criteria progress loading check that progress counter less
or equal max counter value.
* .achievement - let see achievement state and list criteria with progress data.
It provide criteria ids/shift-links for other commands.
* .achievement add - let complete achivement (set all criteria progress to max) with related events.
* .achievement remove - let reset achievement criteria progress and undo complete state for achievement.
Command also partly remove rewards (title part).
* .achievement criteria add - let increase criteria progress at specific amount or to complete state
* .achievement criteria remove - let reset/descrease criteria progress and undo criteria and related achivement complete state if need.
* Fixed crash at absent optional literal. Thanks to MysteriousSouL for reproting.
* Converted mode commands use new way parsing functions with fixing posible crash cases.
* This let make map local way access for cases when player/all units
expected to be at same map (for scripts cases for example).
Ofc, still exist many places where code expect world wide player search.
Spell casting for support far target cases, groups/guilds/chat/etc packets
* Function Unit::GetUnit depricated and will removed soon.
* Function GetCreatureOrPetOrVehicle renamed to less horriable GetAnyTypeCreature name.
Interrupt casting non combat spell spell at neter to combat
and prevent it casting in combat (last checked by client
but better recheck at server for prevent cheating).
Also
* Better single | detection as non-link case (doubled by client)
* Commands .pdump now allow quoted filename (usefull if filename path include whitespaces)