Movement/SplineChain: Bump value range for DB chainId up to uint16 (0 to 65535) from uint8 (0 to 255). Turns out sniffs generate far more chains than I expected.
(cherry picked from commit 2170541a51ced3c15675b8854e0ae49461884f8c)
Code style follow-up, I blame Notepad++.
(cherry picked from commit 7860da0de6e53c7740862cae18840c9d399dda7f)
(cherry picked from commit b3d44d6c366c7e4f12a6ce30ee5cf6b9bff68a06)
Game/Scripting: Follow-up to b3d44d6. Fix script selection for creatures on difficulty > 0.
(cherry picked from commit 91c2b3162d350ab1a09053574ad67f45f089175b)
Build fix.
(cherry picked from commit a9f1151f2ca56394e315d0b07741c240ef59c2ff)
Fine, this time I actually built it. Promise.
(cherry picked from commit 0c2c88ed5025d9b51b6cbdf0603ceaf1ea54c80a)
A value of 0 (default) forces the creature to keep its current level between entry updates.
Fixes#16371
(cherry picked from commit a6ef9d45395be0f4551a55439c7790a288c40df8)
Also disable spell focus system for vehicle control auras.
Closes#16572Closes#17016
(cherry picked from commit 6f85422f0b7221dd38eaa70320b8a28b5fe7a2ef)
(cherry picked from commit fdd78d20772701b3e0fd7caf0da2cd5a2e6b6354)
Entities/Creature: Fix spawn health, fdd78d2 follow-up. Fixes and closes#17757.
(cherry picked from commit 5b6eb29b74bbc9e62f12c449b1896a075bdd25a2)
Entity/Creature: Fix spawn health, for real this time. Closes#17757. Also for real this time.
(cherry picked from commit ac35f93c2d6d5436054be474da06c9483e311c36)
Fix assertion triggered when a Creature was summoned at an invalid position with Auras loaded as Creature addons.
Fix#17415
(cherry picked from commit 75319e4a6887f23562ac141e4494427793962b00)
This reverts commit e3d52990dd1e543baea6fed0c7e99359263e6452, reversing
changes made to 6d8e39f59c80639de3681565f55d68d452223c87.
Opens #16759
(cherry picked from commit 5aae01986f506b160dbd5dc08aa7e6f3fec72342)
- When a creature cannot find a path to its victim, it begins evading all attacks and regenerating health.
- If this persists for 5 seconds, it evades back to spawn position with new EvadeReason value EVADE_REASON_NO_PATH.
- Also some SmartAI cleanup (why oh why does it have so much duplicated code) and getting rid of #defines in favor of type-checked compile-time constants.
(cherry picked from commit 7b1560fccba77ecbdfecd7b33af740aea41b7087)
- Clean up of Unit::SetSpeed (mostly cherry picks from the 6.x branch):
- the opcode sent depends on the unit. until now, MSG_MOVE_SET_* were sent for every units which isn't like retail behavior.
- Removed the unused method parameter "forced" from Unit::SetSpeed
- Renamed Unit::SetSpeed to SetSpeedRate
- Removed the unused method parameter "forced" from Unit::UpdateSpeed
- Added utility method Unit::SetSpeed which take the new flat value.
(cherry picked from commit dc3327f9c5f80c36000356829159c060d916f62b)
# Conflicts:
# src/server/game/Entities/Unit/Unit.cpp
# src/server/game/Handlers/MovementHandler.cpp
# src/server/scripts/EasternKingdoms/ZulAman/boss_akilzon.cpp
# src/server/scripts/EasternKingdoms/ZulAman/boss_nalorakk.cpp
# src/server/scripts/EasternKingdoms/ZulAman/boss_zuljin.cpp
# src/server/scripts/Kalimdor/zone_azshara.cpp
# src/server/scripts/Kalimdor/zone_durotar.cpp
# src/server/scripts/Outland/zone_hellfire_peninsula.cpp
* Finally this commit enables dynamic script hotswapping
and finished the PR #15671.
* Split the storage layout to use optimized storages
for database bound and unbound scripts.
* Add several unload workers to reload scripts correctly
-> Requires further investigation.
* Fixes memory leaks in ScriptMgr when dropping invalid scripts.
* Fixes VehicleScripts
* Makes OutdoorPvP scripts reloadable
* Makes InstanceMapScripts reloadable
* Makes CommandScripts reloadable
- Clean up Creature.cpp. NULL -> nullptr, gotta love it.
- Renamed some recently added members of Creature to match code style.
(cherry picked from commit 1cf1d4a1eafb3a31bf87a615d9d947eed6eb0f62)
Fix dead flying creatures ignoring being spawned below the floor in instances on server restart because of not taking into account vmap height.
Fix#16777
(cherry picked from commit 912514c198bd0f59bd22c4a189692aff5244f697)
If there is an alive instance of the creature upon creature spawn, skip
spawn entirely. If there are only dead instances, despawn them. A new dead
corpse in the creatures home position will be respawned.
Closes: #16462
(cherry picked from commit fe2a0fda4464effeb2fb655da84a0460328b1aeb)