Note: Some adjustments in addition to original patch, using delay despawn.
Also provide sql update for proper work of affected spells (if already exist in database).
Signed-off-by: NoFantasy <nofantasy@nf.no>
Most ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET and ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2
not need any additional requirements (so just ACHIEVEMENT_CRITERIA_REQUIRE_NONE(0) in DB) but some
need map difficualty checks and some ACHIEVEMENT_CRITERIA_REQUIRE_INSTANCE_SCRIPT also.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This should help the poor homeless that does not have a database defined home at evade (such as "wild summon" without owner).
Signed-off-by: NoFantasy <nofantasy@nf.no>
Npcs with random movement in general do not behave like this, and movement that fits the pattern of a mixed movement run/walk must be made instead if needed.
Signed-off-by: NoFantasy <nofantasy@nf.no>
* 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>
* Many spell effects that have A target mode SELF2 expected applied to enemy
target selected by targetmode B so we need skip SELF2 target mode.
* remove SEFL2 from explicit positive target modes.
This can be used for some tick number dependent aura effects.
Also in some cases impossible claculate tickes count pass,
for example for infinity duration auras.
All effect target modes start from client provided target data
so all its must be used for checking explicit target modes.
For example exist spells that have as first effect SELF non-explicit target mode.
but in same time negative to explicit target.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Also add caching IsHostileTo/IsFriendlyTo for avoid recall this not fast functions.
* 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>