* Implement set of remove aura functions for remove single aura from stack.
Also some order function declarations for more clear show different aura remove functions.
* Change Spell::EffectDispel to dispel single aura instead all similar auras from caster.
Original patch provided by Wojta with improvments from darkstalker.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Also add `spell_check` data for code changes.
Adjust arguments passed in functions accordingly, for easier implementation of gossip for Gameobjects in future.
Some additional code cleanup in affected functions.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Also added function for 2 repeated loop code and fix another typo for second SPELL_AURA_MOD_MECHANIC_DAMAGE_TAKEN_PERCENT case.
* This allow have more portable code and resolve some related portability problems.
* Also make default script library name lowcase at Windows in same way as used for Unix case.
Thanks to XTZGZoReX for Unix side testing :)
Function use wrong base at fact that spell misc values for this aura store single value instead mask.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Thanks to vladimir for the update query.
Please make sure to make BACKUPs before you update your database.
The update might take a while depending on the size of your database.
Signed-off-by: hunuza <hunuza@gmail.com>
* Avoid use hardcoded and different max distance from owner for pet (more at contienets and less in instances)
Use instaed max visibility for map as expected.
* Explicitly pet remove at move pet to non-visible distance for player owner.
Original patch provided by Lightguard.
This fix second part problem (partly fixed early) when player with in client selection
some unit (including self selection) show at loading another map
or far teleport as in attack animation. Target propertly already set at attack command.
Thanks to Agiko for reasech.
This reverts commit 47c743890e671d8f29a8a71e7a08e5d523f1c070.
bug wasn't fixed through this commit.. also those checks were wrong
in future it should work totaly different:
when lootwindow is opened the items must already be destroyed
moving items on the stack should be allowed
thx to seizerkiller for testing..
in this commit i just check if the item which should get moved
is getting looted
in Item::swap and guildbank this is already checked..
only the check at moving to own bank was missing