Distance checking should always be in 3D, independently on if the mover has the ability to fly or not.
(cherry picked from commit 0fb133013c0c1c2c7f47c215435990822454d8f8)
- AI hook will now receive the result by copy, as modifying it had no effect
- Some renaming: result->spellClickHandled, clickPair is actually clickBounds, the clickPair is the pair <creatureID, SpellClickInfo>
(cherry picked from commit 98d6258efdc07b53808ba6177e5427c65163bc0d)
Action 70 will be used only for gobs and requires always an action_param1=respawntime (the time which the gob will remain spawned)
Action 133 will be used for Npcs and in some cases for gobs if they must remain spawned for ever (this action uses always target_type=1 and action_param1=0/1 (npc/gob) and action_param2= guid of the unit
Closes#21494
(cherry picked from commit e24282d41f8dddb8de840cc82d66c44eb0c7b1c8)
- missing row number in one of the DELETE FROM queries in commit 20a0d27b5bcbc2c3a334edef37f6a05e653ca401
Closes#21488
(cherry picked from commit 4c791ec376fdf5c7717a6249604502ec15656902)
- This is handled by group stack rules actually
- Also reset removed aura counter when cleaning removed auras
Closes#21486
(cherry picked from commit 1074a9b053c7d1fbff1321bf95b15d7be1ee669f)
Also remove CreatureScript::CanSpawn since nobody uses it, and spawn groups do the same thing.
(cherry picked from commit 94b5d9bfa1195ad7c32cf51a665b55514dac0938)
- Spell with SPELL_ATTR4_FIXED_DAMAGE won't do it by itself to avoid applying resilience twice, but because those are triggered from a periodic aura, those apply resilience on tick, not saved to amount.
- This is one of the cases where you have to call Unit::SpellDamageBonusTaken directly
Closes#21393
(cherry picked from commit 3753ec56476d597b180968eb673cb20776785f31)
- Aura could be removed in Unit::SetCharmedBy (StopMoving->Relocate->ProcessTerrainStatusUpdate->RemoveAurasWithInterruptFlags)
- By not passing AuraApplication parameter execution continued with a removed application leaving vehicle in a invalid state (m_sharedVision not empty)
Closes#18281
(cherry picked from commit eb7d22d23eedb0d1b5374f80518cd7994d7c7b3a)
- Added new UNIT_STATE_FOCUSING for creature focus system, this will stop creatures adding/clearing the UNIT_STATE_CANNOT_TURN mask (eg UNIT_STATE_STUNNED if stunned while focusing a spell)
- Added UNIT_STATE_CHARMED that gets set/removed on any charm type (UNIT_STATE_POSSESSED is only for possess as it's name suggests)
- The new states are checked against mask to know whenever client needs to regain character control
Closes and fixes#21460
(cherry picked from commit ba27711145d1b015578aedb48ea8532b4f0bec75)
Add a new CMake option called PERFORMANCE_PROFILING that should be used only when profiling the performance.
This option is unsupported, do not report any issue happening when enabling this option.
(cherry picked from commit db5c9867e2ffde3657f53bc155b474c5d46884dd)
Move some functions calls out of ASSERT() calls. ASSERT() should only apply checks without modifying any object and without having any side effect.
(cherry picked from commit 572eab1c355d9298ee640ebd7439f55366224fb8)
Reduce the probabilty of going under the map
(cherry picked from commit 9e0faace9a5114fc2324c2c601ba943272e0d6ff)
Revert "Core/Entities: Reduce the probability of units dropping under the map (#21322)"
(cherry picked from commit 2dadbda24ac1c2e6ff3dad650c7e25f4b3322342)