Merge branch 'master' of github.com:TrinityCore/TrinityCore into 4.3.4
Conflicts: src/server/game/AI/EventAI/CreatureEventAI.cpp src/server/game/AI/EventAI/CreatureEventAIMgr.h src/server/game/Entities/Creature/Creature.cpp src/server/game/Entities/Object/Object.cpp src/server/game/Entities/Player/Player.cpp src/server/game/Entities/Unit/Unit.cpp src/server/game/Entities/Unit/Unit.h src/server/game/Guilds/Guild.cpp src/server/game/Handlers/MailHandler.cpp src/server/game/Spells/Auras/SpellAuraEffects.cpp src/server/game/Spells/Auras/SpellAuras.cpp src/server/game/Spells/SpellEffects.cpp src/server/scripts/Commands/cs_misc.cpp src/server/scripts/Commands/cs_modify.cpp src/server/scripts/EasternKingdoms/ZulGurub/boss_venoxis.cpp src/server/scripts/Kalimdor/zone_azshara.cpp src/server/scripts/Kalimdor/zone_darkshore.cpp src/server/scripts/Kalimdor/zone_durotar.cpp src/server/scripts/Kalimdor/zone_orgrimmar.cpp src/server/scripts/Spells/spell_mage.cpp src/server/shared/Packets/ByteBuffer.h
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@@ -429,8 +429,8 @@ void GameObject::Update(uint32 diff)
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bool IsBattlegroundTrap = false;
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//FIXME: this is activation radius (in different casting radius that must be selected from spell data)
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//TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state
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float radius = (float)(goInfo->trap.radius)/3*2; // TODO rename radius to diameter (goInfo->trap.radius) should be (goInfo->trap.diameter)
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/// @todo move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state
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float radius = (float)(goInfo->trap.radius)/3*2; /// @todo rename radius to diameter (goInfo->trap.radius) should be (goInfo->trap.diameter)
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if (!radius)
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{
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if (goInfo->trap.cooldown != 3) // cast in other case (at some triggering/linked go/etc explicit call)
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@@ -946,7 +946,7 @@ bool GameObject::ActivateToQuest(Player* target) const
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{
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if (LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), target))
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{
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//TODO: fix this hack
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/// @todo fix this hack
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//look for battlegroundAV for some objects which are only activated after mine gots captured by own team
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if (GetEntry() == BG_AV_OBJECTID_MINE_N || GetEntry() == BG_AV_OBJECTID_MINE_S)
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if (Battleground* bg = target->GetBattleground())
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@@ -1354,12 +1354,12 @@ void GameObject::Use(Unit* user)
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{
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player->UpdateFishingSkill();
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//TODO: I do not understand this hack. Need some explanation.
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/// @todo I do not understand this hack. Need some explanation.
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// prevent removing GO at spell cancel
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RemoveFromOwner();
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SetOwnerGUID(player->GetGUID());
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//TODO: find reasonable value for fishing hole search
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/// @todo find reasonable value for fishing hole search
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GameObject* ok = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE);
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if (ok)
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{
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@@ -1369,7 +1369,7 @@ void GameObject::Use(Unit* user)
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else
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player->SendLoot(GetGUID(), LOOT_FISHING);
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}
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// TODO: else: junk
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/// @todo else: junk
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else
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m_respawnTime = time(NULL);
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@@ -1832,7 +1832,7 @@ void GameObject::ModifyHealth(int32 change, Unit* attackerOrHealer /*= NULL*/, u
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Player* player = attackerOrHealer->GetCharmerOrOwnerPlayerOrPlayerItself();
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// dealing damage, send packet
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// TODO: is there any packet for healing?
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/// @todo is there any packet for healing?
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if (change < 0 && player)
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{
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WorldPacket data(SMSG_DESTRUCTIBLE_BUILDING_DAMAGE, 8 + 8 + 8 + 4 + 4);
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