* Scripts: Minimize duplicated enum names in header files
This reduces the number of cache resets with the Zapcc compiler
- Standard followed is instance/raid TLA + DataTypes/CreaturesIds/etc
- Partial cherry-pick of master commit 7eb4512eee
- Removed unused defines in sunken_temple.h (the core scripts using these have been moved to SAI)
(cherry picked from commit f6f36be004c3b8c7d09e0f320d5aabb8a9129109)
- Stop exposing DoublePosition constructor versions, they're only used for internal representation
- Moved IsInBounds function to public scope
(cherry picked from commit 83162fafa453c1d34fe23ddd86a43c3dff058300)
- Added an auxiliary function IsInBounds to base CreatureAI
- Changed container to vector. Set had no sense because we're storing new pointers, they have different addresses even if the boundary is the same
(cherry picked from commit 2f99fa09c9bacbad376d7a296c3311f94ec8a552)
SmartAI NPCs using SMART_ACTION_JUMP_TO_POS
should resume their path when they have reached the jump location.
The changes in this PR makes the action work as intended.
Closes#18760
(cherry picked from commit 6e08051825d3d05ea2bccbe43c0823a40ee08057)
And restore broken _cleanFlag check/use on update (eca3645d8bb655b88e39f05e36b435171f738f70)
(cherry picked from commit 96f4c7c187e03aeb61e905421751f3d5a1df060e)
- Codestyle/indent fixes
- Added ObjectData for some GOs
- Added GetUlduarAI to creatures
- Fixed possible out-of-bounds access in boss_razorscale_controllerAI (boss AI number beyond allocated boss size)
(cherry picked from commit b74cc8085946fed1eb41a6332e3a5cca6f9edd7f)
- The whole MotionMaster will be destroyed along with the unit, freeing the allocated memory.
Closes#19324
(cherry picked from commit b53d0530cd9be97d549993a6b6c46e2cb7a4e779)
Code cleanup.
Fix buffer overflow crash.
Fix type being truncated to 199 characters.
(cherry picked from commit 9226e212053ef8ec10eeb9509f2ce6ec002d8e3b)
- They should work as documented by wiki now.
- Add some consts to Player methods
- Fixed negative PrevQuestID to mean only active quest (ie not rewarded/complete, as those quests are required to complete another)
Closes#19300
(cherry picked from commit 3b27a06265e4f022ec81b00ab99255246e8dd467)
- No reason to keep this anymore after 4349adf0f25210e5b26201523a09bc26b4a83394, this is a broken functionality.
(cherry picked from commit dca276716fecb819fec668f59954113a77f9e393)
- Made load/reload associated quest tables data-driven, so removed a bunch of similar looking code from ObjectMgr (yay!)
- Codestyle and encapsulation for ExclusiveQuestGroups
(cherry picked from commit 076293f1f269b8f681c97f23872915bdfeccef1d)
- Splitted containers for flat modifiers and pct modifiers, as they now have different handling
- Amount is now multiplied only on apply; on unapply, iterate through auras and reset the counter
- Fixes many cases of rounding error due to applying/unapplying of small factors
- Allows amounts to be zeroed (ie with an AuraEffect of amount -100)
- Do a partial revert of 6dc37a9add631888fe5fbcd43d19c2b07bed8a57, auras should update amounts only for items allowed (ie no more giving crit to a sword while having an axe in the other hand and being Poleaxe spec'd)
- SPELL_AURA_MOD_SCALE now scales additively, rather than multiplicatively (checked in sniffs)
Closes#18687
(cherry picked from commit c69a7d1223b2ce108a221e5cc70f76cd80ae6675)