* Made some changes to kiting mechanics, simplified code and made taunt auras prolong combat no matter the distance from the spawn
Unified some creature despawning code, removed some brutal direct calls in scripts
Don't play death anim on forced despawn
Removed some redundant visibility changes on creature despawn
Fixed possible problem with pet initializing template info from difficulty greater than normal
Properly keep UNIT_FLAG_IN_COMBAT on UpdateEntry call
Moved RegenerateMana function to general Regenerate(Power) function
Fixed increased health regeneration from polymorph for pets
Implemented CREATURE_TYPE_FLAG_GHOST_VISIBLE, those creatures will be properly seen when player is dead also
Removed hackfix from Gaeriyan and Franclorn Forgewright, fixed properly
Simplified ForcedRespawnTime code in ForcedDespawn
Do not allow to assist unit while evading or when enemy is evading
Do not allow to attack other units when evading or when the unit is evading
Corrected distance checking code before creature is allowed to evade, should fix some common problems
Properly return summon position for summoned creatures as their respawn position
Properly stop all moving units on gossip hello, no matter their npc flags
(cherry picked from commit e1f14215d86fc9f0cd041f0e87bf0a689c086329)
This allows manipulating movementflags without having to block everything via CREATURE_FLAG_EXTRA_NO_MOVE_FLAGS_UPDATE
Yo @keader that flag is your fuckery. gimme feedback
* Core/Pools: Fix pools with 1 member never spawning anything anymore
Attempts to fix a 6 years old bug and never fixed by the original author.
* Remove respawn times from db once a respawn has been handled
* Allow to specify if Despawn1Object() should save or not the respawn time. We don't need to do that when respawning an object.
* Apply the same fix to GameObjects too
# Conflicts:
# src/server/game/Pools/PoolMgr.h
Some sniffed query packets contain display IDs for difficulty entries that are completely wrong so we are safe to assume that we always fall back to the display of the original creature ID instead of the one of the difficulty entry
Add new db field InteractionPauseTimer to allow to define different interaction pause timers for each creature (the previous system was a global setting in worldserver.conf Creature.MovingStopTimeForPlayer)
Set all columns in creature_template_movement as optional (can be NULL, default NULL). Fill only the columns that should override the default C++ value
* Core/Unit: Allow to define Units which can enter water but cannot swim
Allow to define Units which can enter water but cannot swim, i.e. crabs walking at the bottom of a sea.
* Add UNIT_FLAG_SWIMMING to creatures when entering combat
* Fix charmed creatures not entering water
* Always allow Creatures controlled by players to enter water
* Add swimming flag when possessing a unit and remove it properly at the end, even if the creature engaged combat before and after.
When adding/removing UNIT_FLAG_SWIMMING manually calling Creature::RefreshSwimmingFlag(true) might be required.
* removed hacky update_object call from SetSpellFocus helper
* corrected facing behaivior in SetSpellFocus
* spells with SPELL_ATTR5_DONT_TURN_DURING_CAST will no longer set a target guid for proper clientside facing behaivior
* channeled spells with a destination target will no longer pick a objectTarget
* update serverside orientation for channeled spells with SPELL_ATTR1_CHANNEL_TRACK_TARGET
* 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
- 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.