Check if integral/floating point type arguments were parsed successfully.
std::stoull will happily parse floating point strings until the decimal separator and return the value.
Make sure for all parsing methods that we actually parsed the whole token.
This allows to use handler arguments like Variant<uint32, float> which will be populated with the right type
depending on the token value (e.g "10" vs "10.0").
(cherry picked from commit 7edad0d601a7ae925cba850c5a23019f99be2a1e)
* Core/SAI: Spell casts that cannot be executed because the unit is currently casting another spell will be retried asap with priority over other events
* Core/SAI: Re-sort the events only when needed
* Fix some priority reset and wrong mEventSortingRequired handling
* Code cleanup.
Sort only events loaded from db (not stored events, not timed action list).
* Code cleanup.
Raise priority of failed casts so they are retried before other spells
* Keep priority of the action fails and is rescheduled on next update
* Don't try recasting a spell in SMART_ACTION_CAST if there are multiple targets and at least 1 was successful
(cherry picked from commit ca25e8d0199730c0976ebc37317e9407aceccc34)
* Core/Shared: Make Emote enum smart
* Scripts/Commands: Use enum type arg for HandleDebugAnimCommand
(cherry picked from commit 86dc58974a46b554042f33df674e3e40ef0cec1e)
The check above is what I use to actually get a real result for LUA_STR_CHECK, which when I used variables that would have a string to them it actually fails the check. When checking for items like a function if it exists of course it won't work... In addition, fixing the Unk2 to Unk3 causes people to be able to adjust the address of the check to the address 0x00419210 to make warden perform the FrameScript__Execute to run lua on the client. This seems to be the big request like in https://github.com/TrinityCore/TrinityCore/issues/23035
(cherry picked from commit 4125a81bb132c8d108f5bb07787f00a9fadf5838)
* Scripts/ScarletMonastery: Fix wrong emote during Headless Horseman encounter
* Scripts/HoR: Fix wrong emote during escape event
* Core/Unit: Make improve type safety of HandleEmoteCommand
Change argument type to the expected enum type Emote
* Scripts/CoS: Use SetUInt32Value to set UNIT_NPC_EMOTESTATE
UNIT_NPC_EMOTESTATE is no flag field
(cherry picked from commit 6c7837f947ff4eb5110a116a371daa6f9e2b3bbe)
* Core/AI: Remove code that removed UNIT_DYNFLAG_LOOTABLE from possessed units
* Update PassiveAI.cpp
Restored logic that removes loot flag while being possessed
* Restored logic that removes loot flag while being possessed
(cherry picked from commit 298d7994850dfc777c56a7672042d78074b67f3d)
* Core/SAI: Fix creatures casting with flag SMARTCAST_COMBAT_MOVE not switching to melee when the school of the spell they are trying to cast gets silenced (and other cases of spell failure)
* Core/SAI: Retry casting after 500ms if a cast failed
Fixes#24914
(cherry picked from commit 63a6e1e0480df659e773a3df5e1acc2027ebcf15)
* Core/Units: add new functionality for units to block or enable combat entirely via helper to reflect what CREATURE_DIFFICULTYFLAGS_IGNORE_COMBAT and client AI functions imply
* yeah...
* Nuke Creature::IsCombatDisallowed helper as its unused by now
* no combat extra flag may now be changed on transforms if the transformed entry does not have the flag
(cherry picked from commit 764f22fc9157ad184baa38995ee4e2d821299935)
This ensures that we never pass a directory path StartProcess which results in a crash.
Closes#25216
(cherry picked from commit 98b1b20d6beea5e2fdea7e404e8d880953d4b2fb)
* Scripts/Comamnds: Improve ".debug objectcount" command
Include the top 5 most common creatures in the map
* Use C++ features to copy data
* Fix build warnings
* Update src/server/scripts/Commands/cs_debug.cpp
Co-authored-by: Shauren <[email protected]>
* Update src/server/scripts/Commands/cs_debug.cpp
Co-authored-by: Shauren <[email protected]>
* Update src/server/scripts/Commands/cs_debug.cpp
Co-authored-by: Shauren <[email protected]>
* Move CreatureCountWorker out of function and use template for unhandled cases
* Code cleanup
Co-authored-by: Shauren <[email protected]>
(cherry picked from commit bd5e832a648aadf1d1be94f913ea00b67398f249)
* Scripts/Naxxramas: Frogger event improvements
* Prevent Living Poison accumulation
* Now Living Poison cast Explode
* check for a nearby player
* move event to the frogger trigger's AI
* Initialize and removing unnecessary things
* applying suggestions
* remove unnecessary header
* Rename 9999_99_99_99_world.sql to 2020_08_05_00_world.sql
(cherry picked from commit 174ac958009222aeef83520101a28963f8c63b0e)