* Deathbringer Saurfang will now evade if any player stands on the gunship
* Fixed players being stuck in combat after defeating gunship
* Fixed players not sticking to gunships
Fix some static analysis issues about:
- uninitialized values, most of which are false positives, always initialized before being accessed
- unchecked return values
- dead code never executed
- bad formatting leading to wrong behavior
Please ensure EventMap is never used with event id set to 0 or those events will never execute.
Fix EVENT_ANUBAR_CHARGE not being triggered due to value 0 being set to the EVENT_ANUBAR_CHARGE enum, even if 0 is a special value for EventMap to specify no event was triggered.
Issue added in a127c0e1a7
Initialize all class fields in the constructor, even if they are set in Reset() and they shouldn't be accessed before Reset() is called.
This fixes 2 Coverity reports.
Fix "DoZoneInCombat called for creature that has empty threat list" error caused by DoZoneInCombat() called by IsSummonedBy() in a script before the Creature is allowed to enter combat.
Prevents fleeing or feared units from going to upper floor ignoring walls/ceilings with mmaps on(and usually get stucked).
Current implementation just randomly selects a distance and angle against the frighting unit, when in narrow circumstance such as underground caves, such targeting point would be at another floor.
Closes#11300
Ref #9475 (needs fixed confirmation)
Create ScriptedAIs that require a InstanceScript reference only if the InstanceScript exists, so if these Creatures are in an instance. ScriptedAIs that don't require a InstanceScript reference have not been modified.
This fixes many possible NULL dereference crashes happening when spawning a scripted Creature outside of an instance.
Fixed a GetOwner() and a ToPlayer() NULL dereference crashes too.
* Moved everything into one specialized method instead of being scattered all over the place
* Allow localizing creature names in chat messages (when using $N)
* Send SMSG_GM_MESSAGECHAT for gm messages