* creature knockbacks will no longer generate a full path but instead only use a destination point to reflect sniff data
* calculate the destination by using a mmap raycast instead of using a mmap path which had the chance of creating weird movements when GetNearPosition failed to get a proper collision point (knocking arround a tree for example or just somewhere it should not go at all)
(cherry picked from commit cfd63c350f5b01fd699903b17162b2f5167b1386)
* Add some comments to Player::CanStoreItems to help me wrap my head around how the method works.
* Experimental fix for incoming trade-stack problem.
* Only add to stacks that aren't already full.
* Use remaining_count instead of static 1.
* Remove debug logging from exploration.
* More uses of remaining_count for consistency.
* Correct space count check
* Correct overflow problem.
* Remove redundant check, handled in existing for statement.
* Store Item pointers in order to be able to merge in multiple incoming stacks.
* Build fix - was continually working locally, but failing in CI.
* Break build in order to keep PR focused on Player.cpp changes.
* Adjust phrasing of how arrays are initialized.
* Fix phrasing of comments to avoid sounding like a ToDo item
* In the spirit of b649273d5f, rephrase an old comment to be a statement rather than a question.
(cherry picked from commit e11a13c755fcc7912d54bd4732795e1d992aab0c)
- use RATE_DURABILITY_LOSS_ON_DEATH for death from falling
- add note, that RATE_DURABILITY_LOSS_ON_DEATH doesn't change log message
(cherry picked from commit a1831e0c1e)
Co-authored-by: MitchesD <[email protected]>
(cherry picked from commit e1a8ebc064a2e30b4f1d0d129f034ff64368bedc)
* UBRS: Improve Pyroguard Emberseer script
* Remove whitespaces
* More whitespaces removed
* Addressing change requests
Removed cast from constructor
Removing unused member field
* That should be the last white spaces
* Forgot to remove the declaration
* Update boss_pyroguard_emberseer.cpp
* Add break to For loop
* War on white spaces
Co-authored-by: Giacomo Pozzoni <[email protected]>
(cherry picked from commit c3037c35639a547fca6be02ad1a0a2ed4c1c5fe9)
Years ago the action 70 was used to despawn/respawn gobs but it's no longer the case , it must only be used to respawn gobs with negative respawntime
(cherry picked from commit 428528774e0ee8da623ed7234f9251d808634fa2)
* Core/Pooling: Remove respawn times from the database when despawning a pool
Remove respawn times from the database when despawning a pool. This is needed when a Game Event ends but there are still some respawn times saved in the database.
* Remove respawn time of active pool objects even if they are not spawned
(cherry picked from commit 4f33fd3932d362466ee017111895bf14fcc79c88)
* Core/SAI: Allow SMART_TARGET_ACTION_INVOKER to target GameObjects
* Include new Coalesce(..) template by @Shauren
(cherry picked from commit 90b00288c24dfefccb338bd33b025cf85e82076d)
* dropped unneeded IsUnderwater override for players since the default position data update considers collision height already so we don't have to rely on that tempfix anymore. This actually fixes breathing bars showing up depending on your characters size (gnomes get their breathing bar earlier, taurens later etc)
(cherry picked from commit bea850fb73c6c3b3cc4e51bd3a42d178947882a5)