Commit Graph
100 Commits
Author SHA1 Message Date
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.
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