Treeston
4aa098a50e
Core/Maps: Move some more Map internals to actually be... internals.
2021-01-03 09:44:26 +01:00
Treeston
f7a79750c9
Core/Maps: All RespawnInfo* handed to outside code are now RespawnInfo const*, to signify that outside code has zero business changing these.
2021-01-03 09:44:08 +01:00
Treeston
ee3956b44c
Core/Maps: move pooling hand-off outside of Map::CheckRespawn (PR#25785)
...
fixes #25777
# Conflicts:
# src/server/game/Maps/Map.cpp
2021-01-03 09:44:08 +01:00
Treeston
c34533432a
AI/CreatureAI: Properly update Victim even while spell focusing
2020-10-16 15:45:39 +02:00
Treeston
8b81f1d9f0
revert 5df7ffa, hack
2020-09-11 15:01:42 +02:00
Treeston
77233dd073
Core/GameObject: Hunter traps now always put the Hunter in combat with the target when triggered. Closes #21847 .
2020-09-11 15:00:58 +02:00
Treeston
5073370126
Core/Combat: When entering a vehicle, transfer any current threat to that vehicle. Closes #1340 .
2020-09-08 21:02:23 +02:00
Treeston
8385c3ffd3
Core/Movement: MoveSplineFlag::animId -> animTier, MoveSpline::GetAnimation() -> GetAnimationTier()
2020-09-08 20:52:34 +02:00
Treeston
5823afac9f
Scripts/ICC: Professor Putricide no longer tries to add threat on units it cannot add threat on because of immunity flags. Instead, its AI manually controls the engagement state. Should close #23727 .
2020-07-22 19:22:54 +02:00
Treeston
f41cfa9185
Core/SmartAI: SmartAI creatures no longer process health-based hooks after death.
2020-07-22 19:21:21 +02:00
Treeston
d2df9bdf15
Scripts/Hyjal: Seriously, who calls EnterEvadeMode in a AI constructor????
2020-07-22 19:21:03 +02:00
Treeston
1d02149384
Core/Combat: Properly unset engagement flag on death.
...
# Conflicts:
# src/server/game/AI/CoreAI/GuardAI.cpp
# src/server/game/Entities/Creature/Creature.cpp
2020-07-22 19:16:35 +02:00
Treeston
58eab458e2
Core/AI: No longer do strange things when told to enter evade mode while there's no need to do so, typically by terrible legacy code.
...
# Conflicts:
# src/common/Utilities/FuzzyFind.h
2020-07-22 19:15:39 +02:00
Treeston
984abde440
Core/Threat: Properly update offline states even if all threat references are offline. Closes #23639 .
2020-07-22 19:15:00 +02:00
Treeston
c7c4f267c4
Core/AI: Finally move the "is creature engaged" flag to be a property of the creature AI, where it honestly always belonged. Fixes #17981 and #23602 for real this time.
2020-07-22 19:14:52 +02:00
Treeston
49ca6b88b0
AI/TotemAI: Tell Shaman Totems to stay put and stop moving. Closes #23498 .
2020-07-22 18:40:07 +02:00
Treeston
db3282e65a
Combat/Threat: Split ThreatManager::NotifyDisengaged off from ThreatManager::ClearAllThreat. NotifyDisengaged signifies intent to clear the engagement flag, and should only be called from AI. Fixes #23490 .
...
# Conflicts:
# src/server/game/AI/CreatureAI.cpp
# src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
# src/server/scripts/EasternKingdoms/ScarletEnclave/chapter5.cpp
# src/server/scripts/Kalimdor/zone_desolace.cpp
# src/server/scripts/Northrend/zone_borean_tundra.cpp
2020-07-22 18:38:35 +02:00
Treeston
e54f8ca4f7
Core/Misc: Rename Unit::AttackedTarget to Unit::AtTargetAttacked to match naming scheme for these notifiers
...
# Conflicts:
# src/server/game/Entities/Unit/Unit.cpp
# src/server/game/Spells/Spell.cpp
2020-07-22 18:07:24 +02:00
Treeston
a16d691dd8
Core/Entities: Kick engagement logic upstairs to Unit (from ThreatManager), since all Units with AI need it (not just those with threat list). Fixes #17981 .
...
# Conflicts:
# src/server/game/Combat/ThreatManager.cpp
# src/server/game/Entities/Creature/Creature.cpp
# src/server/game/Entities/Unit/Unit.cpp
# src/server/game/Entities/Unit/Unit.h
2020-07-22 18:05:06 +02:00
Treeston
b6a9647189
Core/Threat: Properly sequence checking offline state _after_ adding the reference to the threat list. This ensures IsEngagedWith reports consistent values for downstack calls in Creature. Closes #22406 .
2020-07-22 17:55:32 +02:00
Treeston
8dedfaea4b
Core/Creature: Get rid of a few Creature::getAttackerForHelper misuses. That's not what the function does, folks.
2020-07-22 17:55:23 +02:00
Treeston
2eacac1b4d
Core/Threat: Suppressed threat is now re-evaluated on taunt state update, and taunting units can no longer be suppressed.
2020-07-22 17:55:03 +02:00
Treeston
2f075b11e9
Core/Threat: Fear no longer suppresses threat. All confuse effects now suppress threat, even ones that wouldn't break on damage.
2020-07-22 17:51:44 +02:00
Treeston
b634358967
Core/Entities: Fixed an issue where creatures would not properly assist formation members in certain scenarios. Tagging #21967 .
...
# Conflicts:
# src/server/game/Combat/ThreatManager.cpp
2020-07-22 17:45:10 +02:00
Treeston
fd599605da
Core/Threat: Only send SMSG_THREAT_UPDATE if the threat list actually changed
2020-07-22 17:44:33 +02:00
Treeston
990127590a
Core/Threat: Further tweak to assist threat, all CC now prevents assist threat splitting (not just damage-breakable CC)
2020-07-22 17:44:25 +02:00
Treeston
7df7dcca7d
Core/Threat: Threat system adjustments:
...
* Online states are now re-evaluated before victim update instead of continuously. Closes #22226 . Tagging #21501 .
* Victim update now happens every 1s as opposed to every server tick unless current target goes away.
* Suppressed threat is no longer re-established until the victim gains additional threat (by hitting the target, for instance).
* Assistance threat is now split between non-controlled units threatened by target, as opposed to all units threatened by target.
# Conflicts:
# src/server/game/Combat/ThreatManager.cpp
2020-07-22 17:44:05 +02:00
Treeston
1020d1995f
Core/Creature: Fall back to combat list if calling for help without threat list
2020-07-22 17:42:38 +02:00
Treeston
6867b3b201
Scripts/SmartScripts: _SET_IN_COMBAT_WITH_ZONE and _CALL_FOR_HELP no longer use a target. Because that feature made no sense and was unused.
...
# Conflicts:
# sql/old/4.3.4/world/27_2018_03_16/2018_08_22_11_world.sql
# src/server/game/AI/SmartScripts/SmartScript.cpp
2020-07-22 17:41:25 +02:00
Treeston
6f6b6534bf
Core/Creature: Some adjustments to Creature::CallForHelp. Now works even if the Creature hasn't selected a victim yet.
2020-07-22 17:38:22 +02:00
Treeston
607069de36
Core/AI: Remove unnecessary parameter from DoZoneInCombat after eb1972f
2020-07-22 17:38:11 +02:00
Treeston
1d16b98d52
Core/AI: Some cleanup to DoZoneInCombat and Malygos' AI that I found while working out #22226 .
...
# Conflicts:
# src/server/scripts/Northrend/Nexus/EyeOfEternity/boss_malygos.cpp
2020-07-22 17:37:49 +02:00
Treeston
d910f8b3cf
Scripts/Pets: Some cleanup for Snake Trap. Tagging #21847 , though this doesn't address it (yet).
2020-07-22 17:36:52 +02:00
Treeston
66e5c57765
Core/PassiveAI: Fix an incorrect check that was inducing evade spam with critters. Closes #19998 , for real this time.
2020-07-22 17:36:01 +02:00
Treeston
31f3cb203b
Core/Threat: My dictionary informs me that "fixtate" is not, in fact, a word. Corrected to "fixate".
...
fd33b1c follow-up
2020-07-22 17:33:27 +02:00
Treeston
93864a29c0
Core/Threat: Re-add fixtate system. I am being told Netherspite needs it.
2020-07-22 17:33:17 +02:00
Treeston
b4d5f46ea4
1b7ec4b follow-up
2020-07-22 17:33:08 +02:00
Treeston
de81a77ef8
Core/Threat: Fix taunt behavior in some edge cases
2020-07-22 17:33:00 +02:00
Treeston
d9e6e82c7d
Core/Unit: UNIT_FLAG renames
...
[UNIT_FLAG_PLAYER_CONTROLLED -> UNIT_FLAG_POSSESSED]
[UNIT_FLAG_PVP_ATTACKABLE -> UNIT_FLAG_PLAYER_CONTROLLED]
Signed off by: Shauren, Warlockbugs.
# Conflicts:
# src/server/game/Entities/Object/Object.cpp
# src/server/game/Entities/Pet/Pet.cpp
# src/server/game/Entities/Unit/UnitDefines.h
# src/server/game/Spells/Auras/SpellAuraEffects.cpp
# src/server/game/Spells/Spell.cpp
2020-07-22 17:32:51 +02:00
Treeston
4b07f238ae
Core/Threat: Fix taunt logic relying on unspecified behavior by unordered boost heap iterators. Use ordered iterators instead, this is cheap for our use case anyway. This will make taunt behave consistently again.
...
Closes #21499 .
# Conflicts:
# src/server/game/Combat/ThreatManager.cpp
2020-07-22 17:27:33 +02:00
Treeston
bd0408ff1a
Core/Combat: Unify combat permitted checks between CvC and PvC - only require "not friendly" in all cases. Fixes Yogg-Saron encounter. Closes #21380 .
...
Also some bonus cleanup to Yogg's script to make transition cleaner.
# Conflicts:
# src/server/scripts/Northrend/Ulduar/Ulduar/boss_yogg_saron.cpp
2020-07-22 17:26:26 +02:00
Treeston
0d50435008
Scripts/AzjolNerub: Clean up Hadronox to hopefully avoid any further evade issues. Tag #20310 .
2020-07-22 17:22:35 +02:00
Treeston
fb83408023
Revert "Scripts/Northrend: Malygos now uses modifiable threat list when teleporting after vortex. Fixes a crash. Closes #21315."
...
This reverts commit 6bbc95f3a0078e5d121e7092a60fa85b24c725d9, which is made unnecessary by 65709e1c3081c97442792695cbc0f0826015d625.
2020-07-22 17:20:20 +02:00
Treeston
8cde9455b7
Scripts/Northrend: Malygos now uses modifiable threat list when teleporting after vortex. Fixes a crash. Closes #21315 .
2020-07-22 17:20:11 +02:00
Treeston
b708144ca9
Core/Threat: Custom ThreatListIterator that transparently iterates over the backing map (instead of using heap iterators) when working with the unsorted threat list. This greatly reduces the range of actions that can cause iterator invalidation.
...
Also some minor adjustments to .debug threat, which no longer hides certain invalid states from view.
2020-07-22 17:20:02 +02:00
Treeston
18c944cfda
Scripts/Ulduar: Flame Leviathan used a very weird mixture of victim logic and REACT_PASSIVE, which broke during transition to the new system. Replaced with a working version.
...
Closes #21265 .
2020-07-22 17:19:07 +02:00
Treeston
56773ed7f3
nopch fix
2020-07-22 17:19:03 +02:00
Treeston
18bcdbfd7d
AI/SmartAI: Remove a silly incorrect piece of code that was breaking react state swaps on SAI creatures. Fixes #21353 .
2020-07-22 17:18:52 +02:00
Treeston
d5816cc224
nopch fix
2020-07-22 17:18:37 +02:00
Treeston
0425a52d7e
Scripts/ICC: Valithria Dreamwalker's script no longer despawns unrelated mobs in Frostwing Halls, and thus won't get them stuck in a despawned state due to linked_respawn.
...
Closes #21286 .
2020-07-22 17:18:23 +02:00
Treeston
528953ab8f
Core/Creature: Adjust SelectVictim behavior: (PR #21324 )
...
- No more automatic combat -> threat promotion. This matches anecdotal retail behavior - spells already in transit will not cause mob to chase you if its primary target vanishes before the spell hits.
- Prevent mobbing by stopping creatures from auto-acquiring a nearby target just because the primary target vanished.
2020-07-22 17:18:01 +02:00
Treeston
c8b05e927f
Combat/Threat: Now set engaged state for all units on offline reference registration (vanished/invis'd units). For non-PASSIVE units, this will immediately cause an evade.
...
This fixes an exploit where creating the reference as offline (by vanishing while a spell was mid-flight) you could damage a creature further without it ever engaging you.
2020-07-22 17:17:33 +02:00
Treeston
0b64a60d5c
Game/AI: Remove some unused old logic.
...
# Conflicts:
# src/server/game/AI/CreatureAI.cpp
2020-07-22 17:17:18 +02:00
Treeston
7c666188c1
typo
2020-07-22 17:16:50 +02:00
Treeston
f9b4dd7420
Core/Creature: add an assertion to guard against infinite loops
2020-07-22 17:16:42 +02:00
Treeston
544b6a3381
Misc: assert -> ASSERT
...
# Conflicts:
# src/common/DataStores/DBCFileLoader.h
# src/server/scripts/Commands/cs_debug.cpp
2020-07-22 17:16:21 +02:00
Treeston
84bb8a8efe
Core/Threat: Assistance threat (healing, buffs, etc.) is now properly split (instead of copied) between all creatures threatened by the action. Thanks to Foereaper for help with testing, and my apologies to healers everywhere.
...
(No apologies for charm AI though. You deserve that one.)
2020-07-22 17:13:38 +02:00
Treeston
2d14f744dd
Core/Threat: Passive creatures now properly become engaged when adding an offline threat entry. Fixes RoS and Thaddius, maybe more. Closes #21269 .
2020-07-22 17:13:29 +02:00
Treeston
5fc74508e3
Core/Threat: Fix a potential crash that would occur in specific edge cases of AI being a bit naughty.
2020-07-22 17:11:08 +02:00
Treeston
f91c2335f5
3dcd49e v2, slightly cheaper
2020-07-22 17:08:13 +02:00
Treeston
3b2818b143
Core/Threat: fix a potential super edge case iterator invalidation
2020-07-22 17:08:04 +02:00
Treeston
3e78cffa1c
Scripts/World: New target dummy AI, because I don't trust the existing one in light of #21187 .
...
# Conflicts:
# src/server/scripts/World/npcs_special.cpp
2020-07-22 17:07:56 +02:00
Treeston
34ed4c5923
nopch fix
...
# Conflicts:
# src/server/scripts/Commands/cs_debug.cpp
2020-07-22 17:06:48 +02:00
Treeston
635371e5f8
missing return
2020-07-22 17:06:24 +02:00
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.
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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 )
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* 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