Commit Graph
100 Commits
Author SHA1 Message Date
Treeston cbec08f2b5 Scripts/Commands: New command: .debug threatinfo
# Conflicts:
#	sql/base/auth_database.sql
#	sql/old/4.3.4/auth/19_2017_06_18/2018_01_09_00_auth.sql
#	sql/old/4.3.4/world/23_2017_11_15/2018_01_09_00_world.sql
#	src/server/game/Accounts/RBAC.h
#	src/server/game/Combat/ThreatManager.h
2020-07-22 17:02:48 +02:00
Treeston 4411a5389c 9ad11e6 follow-up, prevent Halion respawn without loot
tagging #21198
2020-07-22 16:59:17 +02:00
Treeston c328eb6b10 typo fix 2020-07-22 16:59:08 +02:00
Treeston 523059f80e Core/Threat: Fix a potential exploit allowing players to damage a boss without them taking damage.
Scripts/Halion: General cleanup of old hacks no longer needed under new combat system.
2020-07-22 16:59:00 +02:00
Treeston b733bde3bb Core/Threat: only send periodic threat list updates while unit is engaged 2020-07-22 16:58:41 +02:00
Treeston aa9f8ef96b Revert "Scripts/Commands: Allow to use .tele in combat only to GMs"
This reverts commit 3ae5b72075925f896c53603c26b2aa0dd7708fbf - see discussion on commit.
2020-07-22 16:58:32 +02:00
Treeston 3d9ad131ee Core/Combat: Some more sanity check asserts to try and track down #21187.
Also, some anti-annoyance treatment for dot tele.

# Conflicts:
#	src/server/game/Combat/CombatManager.h
#	src/server/game/Combat/ThreatManager.h
#	src/server/scripts/Commands/cs_tele.cpp
2020-07-22 16:57:59 +02:00
Treeston be3a81ac55 Core/Combat: some more detailed assertions to possibly shed light on #21187. 2020-07-22 16:56:59 +02:00
Treeston c1237c788b Core/Map: Fix a crash that could happen if a player moved very far away from a creature they were in combat with. Closes #21177. 2020-07-22 16:52:02 +02:00
Treeston 4fd7d9aa00 Core/Misc: A variety of clean-up changes, mostly following up on 532ab1c to fix legacy bugs exposed by it:
- 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

# Conflicts:
#	sql/old/4.3.4/world/23_2017_11_15/2018_01_04_00_world.sql
#	src/server/scripts/Northrend/IcecrownCitadel/boss_valithria_dreamwalker.cpp
2020-07-22 16:50:54 +02:00
Treeston 20a9a8d934 nopch fixes 2020-07-22 16:49:58 +02:00
Treeston 942c3a77da Core: Combat/threat system rewrite (PR #19930)
- 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.
2020-07-22 16:49:37 +02:00
Treeston 2cc36c5eec Core/AI: UnitAI.h trimming part two. WaypointX methods kicked upstairs to CreatureAI.h. 2020-07-22 15:11:26 +02:00
Treeston b031f55f21 Core/AI: Kick Gossip functions upstairs, from UnitAI to CreatureAI - they only make sense for Creatures anyway.
Also change a very ugly hack in GetDialogStatus. Ew.

# Conflicts:
#	src/server/game/AI/CoreAI/GameObjectAI.h
#	src/server/game/Entities/Player/Player.cpp
#	src/server/game/Quests/QuestDef.h
2020-07-22 15:10:28 +02:00
Treeston 7d361cc25c Core/Spell: Remove some leftover hack code from ::EffectSanctuary pertaining to vanish. None of this code did anything anymore.
# Conflicts:
#	src/server/game/Spells/SpellEffects.cpp
2020-07-22 15:08:14 +02:00
Treeston 7c75d6fb0c some more cleanup (cbd025f follow-up) 2020-07-22 15:03:01 +02:00
Treeston a5c63ba366 Scripts/MagistersTerrace: Fix some crashes in Selin Fireheart. His script is still a shitshow, though. Closes #20614.
# Conflicts:
#	src/server/scripts/EasternKingdoms/MagistersTerrace/boss_selin_fireheart.cpp
2020-07-22 15:02:53 +02:00
Treeston 787f057a1e Scripts/Patchwerk: Finally fix that crash for real. Closes #20247. 2020-07-22 14:58:43 +02:00
Treeston e89467ea58 Scripts/Naxxramas: Fix an edge case crash with people teleporting out of the dungeon during the Patchwerk encounter (tagging #20247) 2020-07-22 14:58:24 +02:00
Treeston ad30a56ead Scripts/Naxxramas: Missing nullptr check in Patchwerk. Closes #20247. 2020-07-22 14:57:24 +02:00
Treeston abcf9f9d42 Core/Player: Prevent changing equipment while charmed. Closes #20209. 2020-07-22 14:57:15 +02:00
Treeston e4ced70a31 Core/Misc: random refactors 2020-07-22 14:55:48 +02:00
Treeston c60b69a66f Scripts/Auchindoun: Fix a super edge case crash bug with GM far teleports during Blackheart's charm phase. Follow-up to d80d7c6. 2020-07-22 14:53:51 +02:00
Treeston bdd776e1d1 Core/Unit: No code change, just updating a comment with insights gleaned from sniffs. 2020-07-22 14:46:28 +02:00
Treeston 4c38fa5906 Core/PlayerAI: Some adjustments:
- Add a 2 second delay before the AI begins using spells. This should provide opportunity for counterplay before that rogue activates cloak and goes on an unstoppable rampage among your healers. (Sorry, guys.)
- Stopped the AI from attacking invalid targets under some conditions. It should now properly leash back and follow the charmer if we try to select an invalid target.
- Stopped the AI from constantly re-creating the follow movement generator (and thus spamming movesplines).
2020-07-22 14:46:03 +02:00
Treeston c2e0dca230 nopch fix 2020-07-22 14:45:36 +02:00
Treeston ea9b58292e Scripts/Auchindoun: Last one, hopefully. Remove reliance on large grid searchers by integrating with instance script.
# Conflicts:
#	src/server/scripts/Outland/Auchindoun/ShadowLabyrinth/instance_shadow_labyrinth.cpp
2020-07-22 14:45:28 +02:00
Treeston ed6a4a4bcd Scripts/Auchindoun: Blackheart the Inciter fully fixed now. I had way too much fun with this one.
Two points of note:
1) Spawning 5 invisible triggers with 5 distinct factions which then MC one target each? Biggest. Hack. Ever. Best part? It's blizzlike.
2) For over ten years, I thought it was spelled "Auchinodoun". It's not. It's spelled "Auchindoun". TIL.

# Conflicts:
#	sql/old/4.3.4/world/19_2017_06_18/2017_07_21_01_world.sql
2020-07-22 14:44:03 +02:00
Treeston af9bc15a42 nopch fix 2 2020-07-22 14:43:29 +02:00
Treeston 6de2a6e928 nopch fix 2020-07-22 14:43:25 +02:00
Treeston 365a473e56 Scripts/Auchindoun: Replace the Blackheart the Inciter hack-filled script with a slightly less hack-filled script that actually mostly works. This should at least make the boss encounter possible to complete. No claims to correctness, of course.
# Conflicts:
#	sql/old/4.3.4/world/19_2017_06_18/2017_07_21_00_world.sql
#	src/server/scripts/Outland/Auchindoun/ShadowLabyrinth/boss_blackheart_the_inciter.cpp
2020-07-22 14:42:21 +02:00
Treeston 6be7be2148 Core/AI: UnitAI::SelectTarget now applies offset BEFORE filtering by predicate (to match expected behavior). (#19975)
* Also some major code deduplication (SelectTarget now calls SelectTargetList).
2020-07-22 14:39:04 +02:00
treeston 45e05b947b Some more script adjustments ported from #19930. 2020-07-22 14:38:29 +02:00
treeston f014d67578 Woopsie. Fix an oversight causing the main tank flag in SelectTarget to be inverted. 2020-07-22 14:36:06 +02:00
treeston a09db6b4ba Hi, I'm Treeston, and welcome to Combat PR Prep Refactors.
Today, we're moving UNIT_FLAG_IMMUNE_TO_PC and UNIT_FLAG_IMMUNE_TO_NPC to higher-level abstraction so combat manager can react to it.
New methods on Unit:
- void SetImmuneTo<All/PC/NPC>(apply, keepCombat = false);
- bool IsImmuneTo<All/PC/NPC>() const;

# Conflicts:
#	src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
#	src/server/game/Entities/Unit/Unit.cpp
#	src/server/game/Spells/SpellEffects.cpp
#	src/server/scripts/EasternKingdoms/BlackrockMountain/BlackrockDepths/boss_tomb_of_seven.cpp
#	src/server/scripts/EasternKingdoms/ScarletEnclave/chapter1.cpp
#	src/server/scripts/EasternKingdoms/ScarletEnclave/chapter2.cpp
#	src/server/scripts/EasternKingdoms/ShadowfangKeep/instance_shadowfang_keep.cpp
#	src/server/scripts/EasternKingdoms/ZulAman/zulaman.cpp
#	src/server/scripts/EasternKingdoms/ZulGurub/boss_mandokir.cpp
#	src/server/scripts/EasternKingdoms/zone_tirisfal_glades.cpp
#	src/server/scripts/Kalimdor/CavernsOfTime/CullingOfStratholme/culling_of_stratholme.cpp
#	src/server/scripts/Kalimdor/WailingCaverns/wailing_caverns.cpp
#	src/server/scripts/Kalimdor/zone_dustwallow_marsh.cpp
#	src/server/scripts/Kalimdor/zone_stonetalon_mountains.cpp
#	src/server/scripts/Kalimdor/zone_tanaris.cpp
#	src/server/scripts/Northrend/IcecrownCitadel/icecrown_citadel.cpp
#	src/server/scripts/Northrend/Naxxramas/boss_thaddius.cpp
#	src/server/scripts/Northrend/Nexus/EyeOfEternity/boss_malygos.cpp
#	src/server/scripts/Outland/TempestKeep/arcatraz/boss_harbinger_skyriss.cpp
2020-07-22 14:35:53 +02:00
treeston 7310ce2bc0 Core/Combat: Fixed issues with creatures sometimes entering combat with friendly targets
Close #19980
2020-07-22 13:49:21 +02:00
treeston 618e604141 Two more refactors I missed for #19930. Last ones for now, I promise. 2020-07-22 13:48:36 +02:00
treeston f2592116ae Some more refactoring prep for combat/threat (#19930).
# Conflicts:
#	src/server/game/Combat/ThreatManager.h
#	src/server/scripts/Kalimdor/RuinsOfAhnQiraj/boss_moam.cpp
#	src/server/scripts/Northrend/FrozenHalls/HallsOfReflection/halls_of_reflection.cpp
2020-07-22 13:48:18 +02:00
treeston 3645c382d9 nopch fix episode 3: revenge of that one boss in slabs that is borked anyway 2020-07-22 13:46:20 +02:00
Treeston ec04d3b2cd [3.3.5] Combat/Threat rewrite - prep & refactor (#19966)
* Combat/Threat rewrite (PR #19930) prep work. Mostly refactors, and a compatibility layer on ThreatManager/HostileReference that allows scripts to be changed already.
2020-07-22 13:43:23 +02:00
Treeston cd3fa07389 Core/Utils: some code style adjustments, 6d6077e follow-up 2020-01-31 20:50:06 +01:00
Treeston 3ab2d9575e Core/Utils: Fix Unicode handling 2020-01-31 20:49:10 +01:00
Treeston 72a6bc7d10 This is not the critical chat system bug fix you were looking for. No sir. (Oops.) 2020-01-31 20:32:06 +01:00
Treeston eed78a603e Core/Misc: Rewrite some old name handling functions that use raw buffers to no longer be old name handling functions that use raw buffers. 2020-01-31 20:31:14 +01:00
Treeston e156f8d571 Scripts/FollowerAI: Some cleanup:
- FollowerAI properly resumes follow after evading.
- Removed duplicated getters from CreatureAI (IsEscorted vs IsEscortNPC), they were used to do the same thing
- FollowerAI properly assists in combat.
- FollowerAI properly despawns if quest is abandoned.
- FollowerAI now supports dynamic respawning for escort NPCs.
2020-01-31 07:34:11 +01:00
Treeston 3edbb05425 Core/Movement: Properly resume chase/follow movement if it was paused by a spell cast 2019-10-06 06:32:51 +02:00
Treeston c597a1bcb7 Entities/Creature: Fix a bug that caused map respawn timers to be scheduled for compatibility mode creatures. 2019-08-18 13:11:37 +02:00
Treeston 90540d684b Core/Misc: Various dynspawn cleanup and refactors split off from pooling rewrite:
- Map::RemoveRespawnTime(SpawnObjectType, LowType, doRespawn) split into Map::Respawn and Map::RemoveRespawnTime, without the extra boolean
- Map::RemoveRespawnTime(RespawnInfo*) merged into Map::DeleteRespawnInfo(RespawnInfo*) and is now private
- Map::DeleteRespawnInfo(void) renamed to Map::UnloadAllRespawnInfos to properly describe what it does
- Map::ProcessRespawns now actually saves the delayed respawn time to DB if the respawn was delayed
- Map::AddRespawnInfo now takes const reference, and returns success as a boolean
- Map::AddRespawnInfo no longer offers an unused "replace" parameter
- Map::DeleteRespawnInfo no longer offers a variety of unused private overloads
- Map::SaveRespawnTime no longer offers a tantalizing writeDB parameter. Parameter is now called "startup" to properly describe what it does.
- Map::SaveRespawnInfoDB now takes RespawnInfo reference instead of all the various fields. Still public because compatibility mode. QQ.
- Map::GetWorldObjectBySpawnId sanitized
- Map::GetXRespawnTime methods sanitized to all go through Map::GetRespawnTime

----------

Core/DB: Unify `creature_respawn` and `gameobject_respawn` into a single `respawn` table
2019-08-18 12:47:10 +02:00
Treeston f9184f026b Entities/Unit: Nuke Map::ForceRespawn from orbit, with the following implications:
- .npc respawn no longer causes stupid things to happen (Fixes #23014)
- ::DeleteFromDB methods on Creature and GameObject rewritten to be as sensible as such a colossally stupid method can ever be. They're static now.
- .npc delete and .gobj delete ported to new argument handling, and rewritten as per above. They can no longer crash the server when used in instances, too. Yay for that.
- Adjusted various dusty cobwebbed hacks around the core (why does waypoint visualization use permanent spawns *shudder*) to still work too.
2019-08-18 12:12:09 +02:00
Treeston 83a25ce554 Entities/Creature: Some asserts are now LOG_ERRORs that block spawning. Fix a group spawning bug exposed by the CoS merge. Improve some command output.
# Conflicts:
#	src/server/game/Maps/Map.cpp
#	src/server/scripts/Commands/cs_list.cpp
2019-07-08 09:34:07 +02:00
Treeston 1f15fe5096 oops, now it builds (and a bonus refactor that annoyed me)
# Conflicts:
#	src/server/game/AI/SmartScripts/SmartAI.cpp
#	src/server/game/AI/SmartScripts/SmartAI.h
#	src/server/game/AI/SmartScripts/SmartScript.cpp
#	src/server/game/AI/SmartScripts/SmartScript.h
2019-04-26 18:56:31 +02:00
Treeston 99a2c24116 Scripts/SmartAI: Forward invoker to invoked action list actions. Also JustAppeared -> InitializeAI.
# Conflicts:
#	src/server/game/AI/SmartScripts/SmartScript.h
2019-04-26 18:51:19 +02:00
Treeston 7c025ee803 Core/AI: EscortAI init logic moved from JustAppeared to InitializeAI. There are no escort NPCs using compatibility mode anymore, so this is equivalent.
As a result, inheriting scripts calling Start in on-create hooks (like JustSummoned) will now work properly again.

Tagging #20310.

# Conflicts:
#	src/server/game/AI/ScriptedAI/ScriptedEscortAI.h
2019-04-26 18:49:47 +02:00
Treeston b7984e132c Core/Unit: Successfully (?) prevented the zombie apocalypse. Corpses can no longer gain HP. Closes #22409. 2018-09-15 11:04:09 +02:00
Treeston c843f2b7e2 Core/ChatCommands: Implement achievement link parsing 2018-09-09 15:05:25 +02:00
Treeston e97e4e4605 another build fix 2018-09-09 14:56:00 +02:00
Treeston 13f45991ea build fix for pedantic compilers 2018-09-09 14:55:46 +02:00
Treeston 76d8fdba9c Core/ChatCommands: Properly handle single-argument handlers (argument string discarded). Add special handling for on/off booleans. 2018-09-09 14:31:46 +02:00
Treeston dda4a2f8d7 Scripts/SmartAI: SMART_TARGET_INVOKER cleanup step 1. The core will now log errors on start-up if SMART_TARGET_INVOKER abuse is found, but will continue to load the scripts as deprecated for now.
Note that a lot of these scripts may either not currently work, not work reliably, or may be prone to breaking unexpectedly when core internals change. SMART_TARGET_INVOKER is undefined behavior on any event that doesn't directly specify its invoker.

(We are considering options for allowing INVOKER to make sense in timed action lists in a reliable fashion, so they are exempted at this time.)
2018-09-03 14:12:39 +02:00
Treeston 6420e84773 Core/Maps: Fix a crash when spawning a spawn group 2018-08-29 19:26:10 +02:00
Treeston 9e2c08cd2c Core/GameObject: Add getter for current Quat rotation 2018-08-29 19:19:31 +02:00
Treeston 836a607875 Core/Scripting: Delay zone script's OnCreatureCreate until the creature has been added to map stores 2018-08-29 19:13:07 +02:00
Treeston 08ea000c1b Core/Maps: Properly re-create map on login for ephemeral player saves. Because it bugged me to no end when testing anything ever. 2018-08-29 19:03:15 +02:00
Treeston 4d0031bbd3 Core/LFG: Order group members before creating LFG group (leader > tank > healer > dps). Closes #16244. 2018-08-22 21:32:52 +02:00
Treeston b7aa449463 DBError follow-ups:
* broadcast_text mismatch (6eb7f06) is now a _INFO since Aok isn't nearly as fast as fixing as he claimed.
* SmartAI invoker misuse (482328b and a3c85c8) are now blocking errors
2018-08-20 04:51:38 +02:00
Treeston 62f259e2c9 Startup/DB: Print errors on npc_text vs broadcast_text mismatches. 2018-08-20 04:29:47 +02:00
Treeston 8bb732b951 Scripts/Commands: Fix .quest complete to properly work with PvP kill quests. Closes #16321. 2018-08-15 13:37:41 +02:00
Treeston af82810be9 AI/SmartScripts: Replace SMART_ACTION_INVOKER_CAST with SMART_ACTION_SELF_CAST in action 85. SMART_ACTION_INVOKER_CAST moves to 134. 2018-08-11 01:30:34 +02:00
Treeston 41f2b0f026 AI/SmartScripts: Warn on startup for ACTION_INVOKER_CAST without invoker (same as invoker targets) 2018-08-07 13:17:29 +02:00
Treeston 64780d7b31 visibility range check, fac4700 follow-up 2018-07-29 19:04:21 +02:00
Treeston 6cb585aa96 Core/Maps: Continue updating creatures that own auras applied to players. Closes #22110. 2018-07-29 19:00:09 +02:00
Treeston fb6acb3415 visibility range check, fac4700 follow-up 2018-07-24 11:18:25 +02:00
Treeston c58246d981 Core/Maps: Continue updating creatures that own auras applied to players. Closes #22110. 2018-07-24 11:18:07 +02:00
Treeston 204145b3df Common/Containers: Eliminate a edge case that could potentially lead to object invalidation. 2018-07-23 14:01:25 +02:00
Treeston f441d36d78 Misc: Pass std::chrono types by value everywhere. 2018-07-23 13:53:13 +02:00
Treeston 60fd73b18c Core/AI: Add a new LeavingWorld AI hook 2018-06-26 14:54:25 +02:00
Treeston b09c808291 Scripts/Naxxramas: Fix an issue that could cause Sapphiron to stop using Drain 2018-03-12 12:21:37 +01:00
Treeston ca312ced05 DB/SpawnGroup: Reserve group IDs 52 through 56 for Culling of Stratholme rewrite 2018-02-24 13:12:13 +01:00
Treeston 54316a0b99 Scripts/CoT4: Stratholme Residents should no longer rudely interrupt Arthas by punching him in the face while he's giving a righteous sermon on his reasons for wiping them all out. 2018-02-16 01:25:38 +01:00
Treeston daa7c79f7e Revert "Scripts/ScarletEnclave: fix Massacre at Light's Point mine cart escort to work again (tag #20310)"
This reverts commit 6ff71dffbb774b8ea715053cd9223edc5c67bb0f.
2018-02-16 01:25:02 +01:00
Treeston c83d9d3a4b Scripts/AzjolNerub: Hadronox is a big spider mommy, and needs more room to pet her spider pets properly. Hopefully this'll reduce the number of evades happening during the encounter. Tag #20310. 2018-02-16 01:24:55 +01:00
Treeston 302599decd Scripts/ScarletEnclave: fix Massacre at Light's Point mine cart escort to work again (tag #20310) 2018-02-16 01:24:48 +01:00
Treeston 7c9b62eac8 DB/Quest: fix Territorial Trespass SmartScript to use proper target type (tag #20310) 2018-02-16 01:24:41 +01:00
Treeston 6363bc77b8 Game/AI: InvalidAIException internal cleanup 2018-02-10 12:08:24 +01:00
Treeston 7997bebf9e Scripts/AzjolNerub: Missing nullptr check in Hadronox. Closes #21258. 2018-01-21 12:55:37 +01:00
Treeston ae8616bd52 DB/Quest: Allow starting Amphitheater of Anguish (12932) without having completed The Champion's Call (12974) 2018-01-21 12:55:25 +01:00
Treeston 574ce3f3ae kologarn unit_flags2 for difficulty_entry 2018-01-14 07:07:54 +01:00
Treeston 6522040c5e Core/Unit: Abide UNIT_FLAG2_DISABLE_TURN on creatures. Add that flag to Kologarn (from sniff). Hi sirikfoll. 2018-01-14 07:07:20 +01:00
Treeston 381e3ac9e9 DB/Creature: Remove a stray CIVILIAN flag from Cabal Agent. Tagging #19998. 2018-01-03 04:37:06 +01:00
Treeston 0aa1c50b41 travis fix 2018-01-01 16:02:44 +01:00
Treeston 2dea942944 Core/Unit: For convenience, explicitly redirect CastSpell with nullptr as first argument to the Unit* overloads. No more ->CastSpell((Unit*)nullptr, ...) all over the place!
(cherry picked from commits c7896f31026d6bdee189226680705dd7965b2039 and 40c78cac4c430a97386b44b994ec85fbaeda8821)
2017-12-26 01:17:44 +01:00
Treeston d08f8bc39a some more cleanup (cbd025f follow-up) 2017-10-26 12:56:12 +02:00
Treeston 6d2bfac955 Core/Player: More cleanups to Player::UpdateZone, including correcting an oversight that was causing the last known zone id to not update when leaving map. Closes #20289 for real this time. 2017-09-10 15:42:55 +02:00
Treeston 46657cca71 Core/Player: Update map zone stats BEFORE invoking scripts. Fixes a crash with zone change scripts that invoke another zone change. Closes #20289. 2017-09-10 15:34:30 +02:00
Treeston 46565118b3 Core/Player: Prevent changing equipment while charmed. Closes #20209. 2017-09-10 15:30:11 +02:00
Treeston 244e9c6a15 Core/Creature: Fix an oversight in Creature::SelectVictim that was causing creatures to evade when chased by another creature from outside their own aggro range. Closes #19998. 2017-09-10 15:24:38 +02:00
Treeston 867ca8817f Core/Unit: Don't apply liquid effects to game masters. 2017-08-03 19:39:45 +02:00
Treeston 584a302f3c Scripts/IcecrownCitadel: Prevent players from becoming inaccessible when killed by Lord Marrowgar's Impale spell (the initial damage, not the DoT). Also fix the underlying bug in vehicle logic. 2017-07-27 16:46:47 +02:00
treeston d73970fcb5 Scripts/Item: Change Nitro -> Boosts <- to use the correct knockup effect for their backfire. Also, script that knockup effect to work properly ("usually" deploy a rescue parachute). 2017-07-18 18:34:57 +02:00
Treeston e4841c960b Core/Quest: Prevent an issue causing quests to become invisible upon relog. (#20030)
Closes #20012
2017-07-16 14:38:37 +02:00