* It was wasting CPU power as cell-level locking is not needed.
* Future multithreading will be on map-level.
* CellLock was just a 'proxy' between Cell and CellPair and in some cases carried redundant data.
* Some minor cleanup in Cell::Visit/Map::Visit.
... and other FFA areas. Problem is result chnages in related flags work after old 3.x switch.
* Added high-level functions for FFAPvP state set for unit
* Apply FFA PvP to all controlled units also at set, and at summon/load
* Implemented proper combat rating fields update like other stats fields.
This will prevent reset combat ratings at .reset stats for example.
* Skill loading moved after InitStatsForLevel for prevent reset fields setup
as part of aura apply from skill set triggered spell casts.
This fix for example talent 53125 work (combat rating set at skill loading)
* use UI64FMTD instead of "%u" for uint64 output
* on most *NIX systems, I64FMT is "%016lX" and not "%016llX"
* also fix typo: renamed GridMap::loadHeihgtData to GridMap::loadHeightData
Note: there are still many warnings from the 3rd party libraries g3dlite and ACE. Those warnings won't be fixed with that commit.
Also, a few warnings from MaNGOS are left, they'll be fixed later.
Signed-off-by: XTZGZoReX <xtzgzorex@gmail.com>
* Not unsummon warlock pets at logout.
* Prevent overwrite current saved pet at save secondary pet (with temporary unsummoned first).
This possible at arena for example.
* Not fixed: in char list at login pet don't must be show with character if character saved at mount in game.
Not critical and maybe not need fix as feature ;)
* No unsummon temporary pet at non-fly mounting.
* Implement client side disable pet's action bar for mountted owner time
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* implement server side action disabled case (action bar modify, aggro reaction and autocast)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* Add constructores for spellmode creating instead explcit fields init
* Use uint32 for family mask 2 instead unneded uint64
Also drop one from manual applies for uno-existed now spell.
some shapeshift forms will give the player spells
so we need to tell the server that the player has those new
spells else he can't cast them since the server is thinking the player is
cheating
ps forms with spells:
FORM_GHOUL
FORM_THARONJA_SKELETON
FORM_TEST_OF_STRENGTH
FORM_BLB_PLAYER
FORM_TEST
FORM_ZOMBIE
--
so this mostly won't affect any ingame experience.. but good to have this
feature anyway.. :)
also changed errormessage if player has no reagents for spell..
thx to nofantasy