* arrays
* summon_groups
* part 2 lesgooo
* holy frick it works???
* drafted
* forgot to add co-author
Co-Authored-By: Saltgurka <22568446+saltgurka@users.noreply.github.com>
* thrall & tyrande
* Update hyjal.cpp
* trash
* winterchill & anetheron
* kazrogal & azgalor
* Update rev_1708737709108426300.sql
* entrance rp and scourge base
* it worked thank you nyeriah and ayamiss the hunter from AQ20 cause I remembered that it had a similar mechanic and i went to check how to deal with it. did you know ayamiss was my turning point in my emulation "career"? it was a very interesting fight and i spent many hours researching it, leading to my discovery into how the swarmers work, if i did it nowadays i'd have found out immediately but it was a journey nonetheless
Co-Authored-By: Andrew <47818697+Nyeriah@users.noreply.github.com>
* Update rev_1708737709108426300.sql
* no gem farming!
* infernals
* leftovers
* doors
* archimonde
* Update rev_1708737709108426300.sql
* jaina didnt reset gossip flag its over
* crashfix
Co-Authored-By: Andrew <47818697+Nyeriah@users.noreply.github.com>
* Update instance_hyjal.cpp
* no more dberrors
* fix archimonde model and size
scale was set to 0.4, also fixed the speed and attack time, as well as adding model info
* Update rev_1708737709108426300.sql
* Update rev_1708737709108426300.sql
* more stuff
* Update data/sql/updates/pending_db_world/rev_1708737709108426300.sql
* fix: warning
* fix: warning
* buildfix
don't need to assign anything, as long as it doesn't return null we're good
* buildfix
infernal has no DoAction behaviour so it's fine
* Update data/sql/updates/pending_db_world/rev_1708737709108426300.sql
* Update data/sql/updates/pending_db_world/rev_1708737709108426300.sql
* yay
Co-Authored-By: Dan <83884799+elthehablo@users.noreply.github.com>
* a
* looks nicer, less updates overall
* crashfix?
messy code gomenasai 🙇
* hide undesirables >:(
* Update instance_hyjal.cpp
Co-Authored-By: Anton Popovichenko <walkline.ua@gmail.com>
---------
Co-authored-by: Gultask <sagemochi@hotmail.com>
Co-authored-by: Saltgurka <22568446+saltgurka@users.noreply.github.com>
Co-authored-by: Andrew <47818697+Nyeriah@users.noreply.github.com>
Co-authored-by: Gultask <100873791+Gultask@users.noreply.github.com>
Co-authored-by: Dan <83884799+elthehablo@users.noreply.github.com>
Co-authored-by: Anton Popovichenko <walkline.ua@gmail.com>
* fix(Core/Creature): Prevent combat movement disabled creatures from repositioning if target moves within model boundary
* fixbuild
* Apply suggestions from code review
* Bug fixes
- Corrected std::chrono from seconds to milliseconds
- Got rid of leftover code that caused objects to not show up on time
* Removed logic to set gameobject as active
- More alignement with TC.
- Reduces CPU usage drastically
* Revert back to using time_t instead of std chrono
* Invoke SetNoCreate() method to reduce CPU usage drastically
* Remove setActive from static and motion transports
* Fix performance issues
* Added SetFarVisible to WG and some dungeon scripts
- Also removed setActive(true) from creatures in Wintergrasp. As for gameobjects they are set to active upon being damaged/destroyed and removed from active on rebuild (reset)
* Removed comments related to VISIBILITY_COMPENSATION
* Fix log
* Deleted unused files + corrected a check
* Added missing header
* Removed unused parameter
* Removed another unsued parameter
* Changed vector to set for i_visibleNow
- Changed vector to set for i_visibleNow in VisibleNotifer
- Adjusted HaveAtClient to accept Object*
- Adjusted SendUpdateToPlayer to send createobject packet only if not known to client
* Fix visual crystals
This fixes the crystals not despawning on Medivh's death and being
resummoned after every reset
* Fix summoning circle visual after cleanup
Fix respawn of summoning circle visual NPC
Move respawn to same moment as Medivh respawn
* Fix race condition during script cleanup after event failure
This fixes the bug that rifts still spawn after shield is at 0%,
enabling players to exploit the instance and defeat bosses at their own
pace.
In general, removing rifts schedules spawning of new rifts
After failing the event (shield at 0%) this introduces a race between
rift despawn and (scheduler) cleanup
Fix it by introducing a check if the event has been started and should
still progress.
* Fix softlock of event during break after boss
Make sure that the delay condition is removed if event fails
Meeting certain conditions it was possible to softlock the event by
extending the after-boss-break indefinitely
* Cleanup failed instance without player interaction
This respawns Medivh and re-enables the event 5 minutes after a failure
Retrying the event shouldn't require all players to leave the instance
and to reenter
* Misc cleanups
Remove unused DataTypes
Rename variable to something more self-explanatory
Remove unnecessary checks and make scheduling of rifts more
straightforward
Fix typos