Ovahlord
53e989dcd3
Revert "Core/Movement: merged smooth waypoints (commit: 05fb27dae4e8af859e01e5b9e52b082cba217657)"
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This reverts commit 6dddfc812c .
2018-03-27 22:04:30 +02:00
Ovahlord
617b3a8a11
Merge branch '4.3.4' of https://gitlab.com/trinitycore/TrinityCore_434 into 4.3.4
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# Conflicts:
# src/server/game/Entities/Player/Player.cpp
# src/server/game/Maps/Map.cpp
# src/server/game/Maps/Map.h
2018-03-14 08:22:00 +01:00
Ovahlord
27652214b5
Core/Phasing: Rewrite GetTerrainMapId *updated phasing with latest changes
2018-03-10 16:10:48 +01:00
Ovahlord
ce4e137889
Core/Entities: Take terrain swaps into account when calculating LoS/height/area
2018-03-09 23:45:06 +01:00
Ovahlord
e44bb5f387
Core/Entities: Phase Rework (main commit)
2018-03-08 22:58:50 +01:00
Ovahlord
f6d3b214c2
Merge branch '4.3.4' of https://gitlab.com/trinitycore/TrinityCore_434 into 4.3.4
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# Conflicts:
# src/server/game/Spells/SpellMgr.cpp
2018-03-06 13:03:29 +01:00
Chaouki Dhib
81e7cb4c42
Core/Movement: Correct distance checking
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Distance checking should always be in 3D, independently on if the mover has the ability to fly or not.
2018-03-05 14:18:33 +01:00
Ovalord
6fce2ab1dc
Core/Movement: moved checks for repositioning to a own helper
2018-02-17 16:54:54 +01:00
Ovalord
34a4576fa9
Core/Movement: fixed logic
2018-02-16 11:02:04 +01:00
Ovalord
a8b8106c20
Core/Movement: added another exception for repositioning: ignore targets that are on vehicles
2018-02-16 11:00:14 +01:00
Ovalord
c741d03215
Core/Movement: added another check for repositioning
2018-02-15 23:55:54 +01:00
Ovalord
639f236b60
Core/Movement: added casting check for repositioning
2018-02-15 23:11:42 +01:00
Ovalord
1c77bf6dcc
Core/Movement: use GetNearPoint to get a closer reposition location
2018-02-15 23:09:40 +01:00
Ovalord
e21b9c9ac1
Core/Movement: apply repositioning only when affected by chase movement
2018-02-15 23:01:52 +01:00
Ovalord
d613a1c518
Core/Movement: new version of advanced combat movement
2018-02-15 22:46:29 +01:00
Ovalord
6dddfc812c
Core/Movement: merged smooth waypoints (commit: 05fb27dae4e8af859e01e5b9e52b082cba217657)
2018-02-15 13:28:36 +01:00
Chaouki Dhib
e8bdb2a157
Core/Movement: Correct the allowed distance to target before a repositioning is necessary. #20173
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Also getting rid of the wordserveur config parameter 'TargetPosRecalculateRange' since it is no longer needed.
2018-01-14 06:56:50 +01:00
Aokromes
4bd0525edd
Update copyright note for 2018
2018-01-01 01:06:19 +01:00
Aokromes
b93430ee08
Misc: More cleanup
2017-11-25 02:25:18 +01:00
Aokromes
93e0e0c291
Core/Movement: MotionMaster & MovementGenerators cleaning
2017-08-13 14:55:54 +02:00
Aokromes
37be43ae8b
Fix an issue where temp summons were ignoring m_regenHealth.
2017-06-17 11:46:01 +02:00
treeston
4b073c7354
Fixed a potential crash when resuming a SplineChainMovementGenerator.
2017-06-09 13:22:32 +02:00
Aokromes
1c6021ba96
Core/AI: Factory functions cleanup
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- Get rid of fugly void pointers
- Streamlined AI selection code, using Permissible as it should've been instead of harcoded checks on the selector code
- Moved IdleMovementGenerator singleton to factory code
2017-06-01 13:22:24 +02:00
Aokromes
0fbcdca05e
Core/Collision: Replaced phasemask with proper phases in GameObject c…
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…ollision calculation
2017-05-06 01:55:17 +02:00
tkrokli
d40b252c01
Game/AI: SMART_ACTION_JUMP_TO_POS should resume path when reached jump location ( #19029 )
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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
2017-04-01 07:05:03 +02:00
ccrs
5d79ac9275
Core/Unit: cleanup UnitState enum
2017-03-26 06:15:09 +02:00
Aokromes
0748e7f820
Added some missing SetFallInformation calls
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Fixed HP drop bug on zeppelins
Fixed possible packet relocation problems on huge transports
2017-02-17 09:39:09 +01:00
xinef1
ac3a9d6112
Core/Creatures: Stop falling if corpse is removed (can happen when alive unit is despawned instantly in air) ( #18995 )
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Do not allow to start waypoint movement when unit is dead
2017-02-01 01:29:59 +01:00
HelloKitty
927a73a7ef
Core/Vmaps: Stop M2s from occluding for spellcast LoS
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Closes #18528
2017-01-21 14:45:30 +01:00
Aokromes
1cf9bdd6c7
build fix
2017-01-20 16:59:17 +01:00
Aokromes
31484029a0
Revert "[3.3.5][master] Core/Movement: Smooth movement
2017-01-20 16:26:38 +01:00
Aokromes
719a317a67
Update copyright note for 2017
2017-01-02 07:26:38 +01:00
Aokromes
7b48d8c15c
compile fix
2016-11-27 17:39:31 +01:00
Aokromes
f6160d4d0b
Core/Movement: Smooth movement
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Implement smooth movement for all waypoint pathing and escortai
2016-11-27 16:59:31 +01:00
Aokromes
0737ea9b6e
Core/Spells: Fixed logic related to movement while channeling
2016-11-27 15:47:21 +01:00
Krudor
64763f86de
Core/Creatures: Enable swimming creatures to chase targets in 3d ( #18298 )
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Closes #11060
2016-11-23 11:18:06 +01:00
ariel-
3944dc25b9
Core/Creature: Call SetSpawnHealth after JustReachedHome in HomeMovementGenerator
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Fixes issues with quests that rely on this behaviour (eg Free your Mind)
Also updated SetSpawnHealth so it doesn't do anything in case spawn is manual (SetHealth(GetHealth()) does modify things depending on deathstate)
2016-10-24 11:10:41 +02:00
treeston
8952a6a9c7
Movement/SplineChain: Fix a potential critical bug where resume info returned during an edge case could fail an assertion when used.
2016-09-22 03:10:39 +02:00
treeston
6045d3f33d
d3214a0 follow-up for code style.
2016-09-22 03:10:28 +02:00
treeston
6b83a23408
Movement/SplineChain: Streamline the script workflow for resume info a bit, provide static method that does all the ugly pointer casts for you. Also prevent a nullptr dereference crash if scripts mishandle motionmaster, and canonize Chain == nullptr to signify "no resume info".
2016-09-22 03:10:17 +02:00
treeston
c1cc7e0a36
Core/Movement: Add new SplineChainMovementGenerator that allows accurate replication of sniffed waypoints in static sequences, along with DB facilities that allow loading of waypoints from DB.
2016-09-20 12:54:54 +02:00
treeston
876757ed68
Core/Movement: Fix an edge case crash in HomeMovementGenerator.
2016-09-11 16:50:12 +02:00
treeston
2e896a15dd
AI/SmartAI: Fix an issue where SmartAI creatures would not properly follow their owner on evade. Also fix a bug where creatures with INHABIT_ROOT would get stuck in evade under certain conditions.
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This allows us to fix quest 12261 (No Place to Run). Closes #16291 .
2016-09-09 19:56:30 +02:00
Aokromes
a16c5a2b2e
Core/Movement: Properly clear UNIT_STATE_MOVING when reaching chase target
2016-08-24 19:24:15 +02:00
Treeston
7d2b1128a6
Core/Creature: Fix health regeneration. Creatures immediately reset to full health upon reaching home, rather than slowly regaining it over multiple seconds, which allows players to re-engage them at less than max health. ( #17756 )
2016-08-12 11:53:12 +02:00
Aokromes
5302d9112b
Core/Game: Converted the game library to a shared library.
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* There is still the possibility to static link against game.
2016-08-08 20:11:29 +02:00
ariel-
fa8662e617
Core/Movement: Clean up and improvements on Unit::SetSpeed ( #16843 )
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- Clean up of Unit::SetSpeed (mostly cherry picks from the 6.x branch):
- the opcode sent depends on the unit. until now, MSG_MOVE_SET_* were sent for every units which isn't like retail behavior.
- Removed the unused method parameter "forced" from Unit::SetSpeed
- Renamed Unit::SetSpeed to SetSpeedRate
- Removed the unused method parameter "forced" from Unit::UpdateSpeed
- Added utility method Unit::SetSpeed which take the new flat value.
Conflicts:
src/server/game/Entities/Unit/Unit.cpp
src/server/scripts/Commands/cs_modify.cpp
src/server/scripts/EasternKingdoms/ZulAman/boss_zuljin.cpp
src/server/scripts/Kalimdor/zone_azshara.cpp
src/server/scripts/Kalimdor/zone_durotar.cpp
src/server/scripts/Northrend/Nexus/EyeOfEternity/boss_malygos.cpp
2016-07-23 07:02:25 -03:00
Vincent-Michael
0d7a6c6556
Core: Added missing overrides
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(cherry picked from commit 5d584116feab33ac04135e46ba9b43738a02e106)
2016-07-22 18:50:26 +02:00
Aokromes
e0cdf97dcb
Core/Pet: Fix pet at rest distance ( #17206 )
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* Core/Pet: Fix pet at rest distance
By MrSmite, closes #10865
* Update TargetedMovementGenerator.cpp
2016-07-20 18:09:40 +02:00
SnapperRy
f7ac30867f
Core/Movement: interrupt a creature's current cast when fleeing for assistance, and (if spell is not castable while moving) when running random/fleeing movement generators. ( #17271 )
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Also make sure the creature is alive before updating.
Fixes #12823 .
2016-07-20 16:23:41 +02:00