GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open)
GO_STATE_READY = 1, // show in world as ready (closed door close)
GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire)
Credits to Sunwell
(cherry picked from commit 072ea761c6dc9891d0e929f0e618b7ae2327c421)
Tabs
(cherry picked from commit 65e84d2f0a77ec179bc6b0eaae2e4dc6b1daf9ef)
It is normal to have events applicable only to certain instance difficulties.
Closes#18082.
(cherry picked from commit c42e32e7e4eac7f327f489248219f214b0d0d308)
SmartAI uses that same method internally, so there's no need to handle it in two different ways.
Does not affect functionality, but prevents useless SAI error log in case the target creature is not using SAI.
(cherry picked from commit 727f77ec6ab9b507d86ffc482b2801fb5b9b907e)
Unit::IsControlledByPlayer is a expected value for TempSummons (like some triggers used in quests, summoned by spells).
Previous logic broke a lot of quests which use triggers to do stuff.
Allow JustSummoned and events linked from other events with flag set also in charmed (prevents breaking event chains)
Allow vehicles (needed for vehicles with SmartAI, eg Iron Rune Constructs and You: Rocket Jumping)
(cherry picked from commit 3e596376a7fae9fd585fac12e5122fd8f1b7ce14)
* Mostly aimed at removing Log/DatabaseEnv includes from other headers
* Fix most packet headers including other packet headers - moved common structures such as ItemInstance to their own files
* Moved SAI function definitions to source files (massive or requiring many different dependencies)
SMART_TARGET_INVOKER_PARTY or SMART_ACTION_CALL_GROUPEVENTHAPPENS should instead be used to achieve this functionality.
(cherry picked from commit 6586885bcaf062c5f0fd6d6c7652b93c08e7c20c)
Core/SmartAI: allow SMART_TARGET_OWNER_OR_SUMMONER to target a temporary summon's summoner, too
(cherry picked from commit 1fcd03b60a17db5fddef13feb6fe6b8d7178d0f5)
A value of 0 (default) forces the creature to keep its current level between entry updates.
Fixes#16371
(cherry picked from commit a6ef9d45395be0f4551a55439c7790a288c40df8)
Use this new target type to fix The Rider of Blood, The Rider of Frost, The Rider of the Unholy. Closes#17817.
(cherry picked from commit e2c915fb43ae27d695c0ab410fb1b14222745e27)
- NULL -> nullptr
- Rename "AssistPlayerInCombat(who)" to "AssistPlayerInCombatAgainst(who)" to reflect what the method actually does
- Code style
No functionality was changed.
(cherry picked from commit 152b3ad5b997f4be06c5bb55ddb15c57a8e28c3b)
# Conflicts:
# src/server/game/AI/SmartScripts/SmartAI.cpp
# src/server/game/AI/SmartScripts/SmartScript.cpp
- There's still an overload allowing for x, y, z, o to be passed directly
- Fixed default animstate for GameObject creation in many places, it should be 255, not 100 (checked in sniffs)
(cherry picked from commit 62bfee37cb21584cef631dda428feaf5eb829cda)
# Conflicts:
# src/server/game/Battlefield/Battlefield.cpp
# src/server/game/Battlegrounds/Battleground.cpp
# src/server/game/Entities/GameObject/GameObject.cpp
# src/server/game/Entities/GameObject/GameObject.h
# src/server/game/Entities/Object/Object.cpp
# src/server/game/Entities/Object/Object.h
# src/server/game/Spells/SpellEffects.cpp
# src/server/scripts/Commands/cs_gobject.cpp
# src/server/scripts/EasternKingdoms/SunkenTemple/instance_sunken_temple.cpp
# src/server/scripts/EasternKingdoms/ZulAman/zulaman.cpp
# src/server/scripts/Kalimdor/zone_feralas.cpp
# src/server/scripts/Northrend/Nexus/EyeOfEternity/boss_malygos.cpp
# src/server/scripts/Northrend/Nexus/EyeOfEternity/instance_eye_of_eternity.cpp
# src/server/scripts/OutdoorPvP/OutdoorPvPSI.cpp
(cherry picked from commit ba0cb53b0214ab3625830f7dac3c68d08a97e084)
Rename 9999_99_99_99_world.sql to 2016_07_15_07_world.sql
(cherry picked from commit 2fd124f9a3cbbd81f2ce6c7154d640175ed71452)
Scripts/Dire Maul: Initialize boss states array so it may be called from SmartAI. (Ref #6429)
(cherry picked from commit d1d0c64ad11cb3faf986a5332fec6b704fb8026c)
# Conflicts:
# src/server/game/AI/SmartScripts/SmartScriptMgr.cpp
Gameobjects do not need to use SmartAI in order to be targeted by other entities' scripts.
(cherry picked from commit 9803e58392eea0828aac96cd79a794a77323d9d0)