* Script/Creature: calculate Traveler's Tundra Mammoth's NPCs' exit position based on current player's position.
* Comment out unused argument.
(cherry picked from commit d71a0608bfa93b0733489fc138431ec0918220af)
Restore a check about Area ID 0 that would silently ignore this case instead of spamming log errors. Check removed in e79c595b695ea5f35b8324efbb7741ccb102bce9
Fix#23085
(cherry picked from commit bda351d7f1cb3ff663a9d231afa85864ea0f8078)
While the UI does not allow changing the loot mode you can still trigger the opcode by running interface scripts which we will now block as well so nobody can ninja-loot anymore.
(cherry picked from commit 49a9cbf20a483da006e45f2ff953583c75c689f0)
Use simple std::string concatenation instead of stringstream to avoid including <sstream> header.
(cherry picked from commit 9c790e231ef00c29a33b037ac2ae28d526474539)
* Adding last state of rivendare rewrite
* Fix aura beeing removed on reset, fix death pact
* Not needed
* SQL: Changed remove/inset into update, fixed delete at conditions part
* Typo
* Remove link spell, fix blank lines, change magic numbers to enum
* Test changes with SpellScript and DoCastSelf
* Revert SpellScript and moved DoCastSelf for the aura into UpdateAI part
* Damn, copyright.
* Fix Unholy Aura
* Fix again (does attack now / does cast if encounter resets)
* Adding handling of the aura to the db
* Rename 2018_99_99_99_world_335.sql to 2019_05_31_02_world_335.sql
(cherry picked from commit ee5101fbf74b0fa924a8467ee766b39c1d06875b)
* Core/Misc: don't allow players to use/activate/loot non-allowed gameobjects while under the effect of a damage immunity aura.
* Forgot to change this in last-second rename.
* Apply suggested changes, thanks Shauren!
(cherry picked from commit 8bc5451864570c07eff6d427846335044f85a509)
Implement GetDebugInfo in MovementGenerator, PathMovementBase, FlightPathMovementGenerator, WaypointMovementGenerator.
Add an additional assert in FlightPathMovementGenerator::DoEventIfAny(), the input node must not be null
(cherry picked from commit 9da81239596bf798b1beafc5ddeaeb37dcc330ff)
Fix an assertion triggered in SplineChainMovementGenerator happening when a new generator is added while last spline of the SplineChainMovementGenerator is being processed but is not finalized yet.
Fix#23077
(cherry picked from commit 5d7f0eef6e2f89d5dbeb0a702f7a35c95626240e)
* according to sniffs the group update packet for out of range members has a fixed 5 seconds interval instead of spaming packets like crazy for example when updating positions. On 4.x and above this will fix a very nasty and ugly fps drop
* validated with 4.3.4 and 3.3.5 sniffs
(cherry picked from commit 635cefc67e25c4318d67bf557b66958081c02ac4)
* Core/GameObjects: goober gameobjects may reset only if they have a lock id
Tests have shown that Goobers without a lock id (Data0=0) are not allowed to reset their go state such as the teleporters in Ulduar and Icecrown Citadel. The tests has been expanded by checking 4.x goobers as well and the perfect example that confirms that result is the Ancient Bell for Atramedes' intro which also is not suposed to reset after using it.
* Core/GameObjects: allow to reset goobers without a lock id if a reset time is defined
* fixed a typo
(cherry picked from commit a70845c93de0902c4c6fa55ff10293f7e3679ac5)
Add another value to event_param1 for SMART_EVENT_GOSSIP_HELLO to support all cases of OnGossipHello/OnReportUse in GameObjects:
- event_param1 set to 0: execute the action for both OnGossipHello and OnReportUse. This might result in the action being executed twice when clicking the GameObject
- event_param1 set to 1: execute the action for only OnGossipHello
- event_param1 set to 2: execute the action for only OnReportUse
(cherry picked from commit 9e58ef6940c78d92f1553cf7ab75e87a6e2cf112)
The only remaining case is the gob 188596 as apparently it triggers OnReportUse() only
(cherry picked from commit 64786995d5bad10a2677f07b1f23dd9372c9fb48)