File missed in main 2018 copyright update, commit f6b6f57a6da909426e3171d09f989c554f20b43d
- revert link from collab.kpsn.org back to www.trinitycore.info for branch consistency
- also some minor whitespace edits
(cherry picked from commit e2666fff35b3fe468739eb40b811b2fc1b8c1cea)
Also getting rid of the wordserveur config parameter 'TargetPosRecalculateRange' since it is no longer needed.
(cherry picked from commit 274dede3dc89fa72ec1687d5ff454feba9849e47)
* Fixed SetCreatureLinkedRespawn function possible erasing/replacing a GameObject link (instead of a creature one)
(cherry picked from commit 70eb18d0e58ecf0cfcda4f410a183c671fbafe5c)
Scripts/Halion: General cleanup of old hacks no longer needed under new combat system.
(cherry picked from commit 9ad11e67fb6b410f18031ee68259866ea1354c8c)
Scripts/Valithria: Fix an issue that could get the encounter stuck in an unloaded state.
(cherry picked from commit 3bb33e3108c65ba8a1c35b934526562aa542b63b)
- Greater Invisibility missing in Heroic mode
- replace Normal spell ID with sniff value
Closes#21166
(cherry picked from commit 38d0c1e940bd8679e42e5336118c5b9fc65a3cdf)
- Triggers can no longer have a threat list (this may expose some ugliness in old legacy scripts)
- Threat entries are forced to OFFLINE if the AI refuses to attack the target
- Clean up passive creature evade behavior to be more consistent
- Fix a months old issue in spawn group management that would cause "Inactive" to incorrectly show in .list respawns for system groups outside of map 0
- Valithria script cleanups, remove old hacks and make it work with the new system. Closes#21174.
- Some strings cleanup
(cherry picked from commit 9f9507e6a1fd50a5ce643a4096c1712700244a61)
- PvE combat is now always mutual. UNIT_FLAG_IN_COMBAT is backed by actual references to the units we're in combat with.
- PvP combat is now also tracked, and almost always mutual; spells like Vanish and Feign Death can break this rule. That means we can easily determine a list of players we're fighting.
- By extension, IsInCombatWith now has sensible behavior when invoked on nonplayers.
- Threat and combat systems are no longer the same.
- They still have an enforced relationship (threat implies combat - clearing combat clears threat)...
- ...but we can have combat without threat. A creature (with threat list) isn't considered to be engaged until it has an entry on its threat list...
- ...which means we can now faithfully replicate retail engage behavior. Combat on projectile launch - engagement start on projectile impact. Yay for progress!
- AI method refactor, as already ported in 6113b9d - `JustEngagedWith`, `JustEnteredCombat` and `JustExitedCombat`.
- Vehicle threat is now properly pooled on the main vehicle body (fixes#16542).
- Various edge case bug fixes for threat redirects (Misdirection "cancelling" Vigilance and similar).
- Target re-selection is now significantly faster.
- Fixed a ton of other smaller edge case bugs, probably.
Closes#7951 and #19998.
(cherry picked from commit 532ab1c7f8653d1a2e48aa1f1f8a9ba1041d4bb7)