GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open)
GO_STATE_READY = 1, // show in world as ready (closed door close)
GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire)
Credits to Sunwell
(cherry picked from commit 072ea761c6)
Tabs
(cherry picked from commit 65e84d2f0a)
SmartAI uses that same method internally, so there's no need to handle it in two different ways.
Does not affect functionality, but prevents useless SAI error log in case the target creature is not using SAI.
(cherry picked from commit 727f77ec6a)
Unit::IsControlledByPlayer is a expected value for TempSummons (like some triggers used in quests, summoned by spells).
Previous logic broke a lot of quests which use triggers to do stuff.
Allow JustSummoned and events linked from other events with flag set also in charmed (prevents breaking event chains)
Allow vehicles (needed for vehicles with SmartAI, eg Iron Rune Constructs and You: Rocket Jumping)
(cherry picked from commit 3e596376a7)
* Mostly aimed at removing Log/DatabaseEnv includes from other headers
* Fix most packet headers including other packet headers - moved common structures such as ItemInstance to their own files
* Moved SAI function definitions to source files (massive or requiring many different dependencies)
SMART_TARGET_INVOKER_PARTY or SMART_ACTION_CALL_GROUPEVENTHAPPENS should instead be used to achieve this functionality.
(cherry picked from commit 6586885bca)
- NULL -> nullptr
- Rename "AssistPlayerInCombat(who)" to "AssistPlayerInCombatAgainst(who)" to reflect what the method actually does
- Code style
No functionality was changed.
(cherry picked from commit 152b3ad5b9)
# Conflicts:
# src/server/game/AI/SmartScripts/SmartAI.cpp
# src/server/game/AI/SmartScripts/SmartScript.cpp
- There's still an overload allowing for x, y, z, o to be passed directly
- Fixed default animstate for GameObject creation in many places, it should be 255, not 100 (checked in sniffs)
(cherry picked from commit 62bfee37cb)
# Conflicts:
# src/server/game/Battlefield/Battlefield.cpp
# src/server/game/Battlegrounds/Battleground.cpp
# src/server/game/Entities/GameObject/GameObject.cpp
# src/server/game/Entities/GameObject/GameObject.h
# src/server/game/Entities/Object/Object.cpp
# src/server/game/Entities/Object/Object.h
# src/server/game/Spells/SpellEffects.cpp
# src/server/scripts/Commands/cs_gobject.cpp
# src/server/scripts/EasternKingdoms/SunkenTemple/instance_sunken_temple.cpp
# src/server/scripts/EasternKingdoms/ZulAman/zulaman.cpp
# src/server/scripts/Kalimdor/zone_feralas.cpp
# src/server/scripts/Northrend/Nexus/EyeOfEternity/boss_malygos.cpp
# src/server/scripts/Northrend/Nexus/EyeOfEternity/instance_eye_of_eternity.cpp
# src/server/scripts/OutdoorPvP/OutdoorPvPSI.cpp
Scripts/Dire Maul: Initialize boss states array so it may be called from SmartAI. (Ref #6429)
(cherry picked from commit d1d0c64ad1)
# Conflicts:
# src/server/game/AI/SmartScripts/SmartScriptMgr.cpp