Allows targeting specific spawns without hardcoding guids or find a bunch of different creatures with a single search
Co-authored-by: Shauren <[email protected]>
* Fully synchronize serverside animation progress with client
* Implemented updating passenger positions on elevators
* Removed visibility hack for elevators that always forced CreateObject packet to be sent to client
* Core/SmartScripts: implement SMART_ACTION_OVERRIDE_LIGHT and SMART_ACTION_OVERRIDE_WEATHER
* Core/Server: correct timestamp format for shutdown/restart notification broadcasts
* remove unexpected changes
* move enum from Common to Util
* Use enum class instead of enum
* Fix width for seconds 0 to 9
(cherry picked from commit 69231581e4f2d78384d3efe6f613be1b78e9d40f)
- Split SpawnMetadata off from SpawnData
- No longer allocate Creature/Gameobject objects in ObjectGridLoader just to check their typeid and delete them afterwards
Co-authored-by: Giacomo Pozzoni <[email protected]>
(cherry picked from commit 9304e496cbf6ab6c028671fb8526c732ae5d799f)
- .npc respawn no longer causes stupid things to happen (Fixes#23014)
- ::DeleteFromDB methods on Creature and GameObject rewritten to be as sensible as such a colossally stupid method can ever be. They're static now.
- .npc delete and .gobj delete ported to new argument handling, and rewritten as per above. They can no longer crash the server when used in instances, too. Yay for that.
- Adjusted various dusty cobwebbed hacks around the core (why does waypoint visualization use permanent spawns *shudder*) to still work too.
(cherry picked from commit 84b7b2e08ea55575cbe62d795383d4a5341ffd4d)
* Scripts/Commands: Fix crash caused by .set npc model
Fix crash caused by .set npc model with invalid model id
(cherry picked from commit 20ea24bf5ccf165ce19139d1f7ec7c650719eb68)
- Added SmartEnum.h for enum iteration, stringification, and more, courtesy of krabicezpapundeklu/smart_enum
- Moved a bunch of enums in SharedDefines.h to the new system
- Miscellaneous utility methods ported
Core/Util: Redesign SmartEnum to properly work for large
enums (>64 entries) and play nice with IDEs (PR #22768)
(cherry picked from commit 338e8ba0fea8b4b15120c96fff15a6c4b1a52593)
(cherry picked from commit f7ca0877a3736000a6e3b4ed09ac5f08b4d8e3f0)
(cherry picked from commit 207093475a177e9fd29696e80fdd06a11324782d)
(cherry picked from commit ee68cf33921944fd3f8c188044906998cf10ff2a)
(cherry picked from commit c16d461e16f0704bb11040faff30953d33ba2188)
(cherry picked from commit f6b0d99e2c0bc22b44d6f3cfdae50cbba7d51de8)
(cherry picked from commit bc1f456125c1b6c90617a514152d69c40ce64886)
Trying to figure out what base AI type a given creature is using has annoyed me one too many times (hi there, e8f9068).
(cherry picked from commit f7466c28a5f2c2acd2669991cb3a666c997aafab)