Movement/SplineChain: Bump value range for DB chainId up to uint16 (0 to 65535) from uint8 (0 to 255). Turns out sniffs generate far more chains than I expected.
(cherry picked from commit 2170541a51)
Code style follow-up, I blame Notepad++.
(cherry picked from commit 7860da0de6)
(cherry picked from commit b3d44d6c36)
Game/Scripting: Follow-up to b3d44d6. Fix script selection for creatures on difficulty > 0.
(cherry picked from commit 91c2b3162d)
Build fix.
(cherry picked from commit a9f1151f2c)
Fine, this time I actually built it. Promise.
(cherry picked from commit 0c2c88ed50)
(cherry picked from commit fdd78d2077)
Entities/Creature: Fix spawn health, fdd78d2 follow-up. Fixes and closes#17757.
(cherry picked from commit 5b6eb29b74)
Entity/Creature: Fix spawn health, for real this time. Closes#17757. Also for real this time.
(cherry picked from commit ac35f93c2d)
Fix assertion triggered when a Creature was summoned at an invalid position with Auras loaded as Creature addons.
Fix#17415
(cherry picked from commit 75319e4a68)
- When a creature cannot find a path to its victim, it begins evading all attacks and regenerating health.
- If this persists for 5 seconds, it evades back to spawn position with new EvadeReason value EVADE_REASON_NO_PATH.
- Also some SmartAI cleanup (why oh why does it have so much duplicated code) and getting rid of #defines in favor of type-checked compile-time constants.
(cherry picked from commit 7b1560fccb)
- 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.
(cherry picked from commit dc3327f9c5)
# Conflicts:
# src/server/game/Entities/Unit/Unit.cpp
# src/server/game/Handlers/MovementHandler.cpp
# src/server/scripts/EasternKingdoms/ZulAman/boss_akilzon.cpp
# src/server/scripts/EasternKingdoms/ZulAman/boss_nalorakk.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/Outland/zone_hellfire_peninsula.cpp
* Finally this commit enables dynamic script hotswapping
and finished the PR #15671.
* Split the storage layout to use optimized storages
for database bound and unbound scripts.
* Add several unload workers to reload scripts correctly
-> Requires further investigation.
* Fixes memory leaks in ScriptMgr when dropping invalid scripts.
* Fixes VehicleScripts
* Makes OutdoorPvP scripts reloadable
* Makes InstanceMapScripts reloadable
* Makes CommandScripts reloadable
- Clean up Creature.cpp. NULL -> nullptr, gotta love it.
- Renamed some recently added members of Creature to match code style.
(cherry picked from commit 1cf1d4a1ea)
Fix dead flying creatures ignoring being spawned below the floor in instances on server restart because of not taking into account vmap height.
Fix#16777
(cherry picked from commit 912514c198)
If there is an alive instance of the creature upon creature spawn, skip
spawn entirely. If there are only dead instances, despawn them. A new dead
corpse in the creatures home position will be respawned.
Closes: #16462
(cherry picked from commit fe2a0fda44)