* feat(Core/Optimization): Optimize build of units update object by leveraging cache.
* Remove whitespaces.
* Add alternative hooks to handle transmog and other similar things.
* Fix build on some compilers.
* Fix codestyle
* Fix build again.
* Take into account updateType.
* fix(Core/Spells): Fix sobering spells and possible uint8 overflow/underflow in SPELL_EFFECT_INEBRIATE handler.
* fix(Core/Spells): Improvements for SPELL_AURA_MOD_FAKE_INEBRIATE handling
Syntax : .reset items equiped|bags|bank|keyring|currency|vendor_buyback|all|allbags #playername
Delete items in the player inventory (equiped, bank, bags etc...) depending on the chosen option.
#playername : Optionnal target player name (if player is online only). If not provided the command will execute on the selected target player.
Update src/server/scripts/Commands/cs_reset.cpp
Accepted
Co-authored-by: Benjamin Jackson <38561765+heyitsbench@users.noreply.github.com>
Update data/sql/updates/pending_db_world/rev_1708782048020249700.sql
Accepted
Co-authored-by: Benjamin Jackson <38561765+heyitsbench@users.noreply.github.com>
Update data/sql/updates/pending_db_world/rev_1708782048020249700.sql
Accepted
Co-authored-by: Benjamin Jackson <38561765+heyitsbench@users.noreply.github.com>
Update src/server/game/Miscellaneous/Language.h
Accepted
Co-authored-by: Benjamin Jackson <38561765+heyitsbench@users.noreply.github.com>
fix uint16 vs uint16_t
fix crash and code cleanup
Fix typo
sql fix
Missing typo
selected instead or selecter
AC code style fix
Re-Fix typos
MISSING typos
missing typos
* Another hackfix attempt at warden payload forcechecks ban fix.
* Revert last commit, interrupt all forcechecks instead of just _dataSent ones.
* Add rewarder parameter to OnRewardKillRewarder hook.
* Undo old warden changes.
* Removed too much!
* Class Comparison Logic Encapsulation - Parity
* Add Context to IsClass
* Add Unit IsClass script hook
* Replace additional getClass with IsClass
* Update CanUseItem to replace getClass with IsClass
* Add separate context for pet vs ability
* Change Create to Init since not all referenced contexts are creation
* Align spacing in ClassContext
* Drop context on LFGManager max power
* Update IsClass context that wraps around Missle Barrage
* Rename context for swapping weapons
* Be more specific than CLASS_CONTEXT_TALENT
* Remove duplicate context
* Moved IsClass Hook to Player
* Removed unused parameter in virtual base function
* Added maybe_unused to IsClass virtual in order to compile
To match the override signature, the virtual base needs to include the parameter in question, so using [maybe_unused] to signal to the compiler to allow it
* Remove extra blank line
* Add ABILITY_REACTIVE context
* Add context for PET_CHARM
* Remove explicit nullopt check per review
* Code Readability - Change if to if else in pet
Due to the return pattern, this doesn't change functionality in any way
* Add OnPlayer to disambiguate
---------
Co-authored-by: NathanHandley <nathanhandley@protonmail.com>
* Fix(Core/CharacterHandler): Incorrect behavior using an equipment set if it will result in a full inventory.
* Fixing the error message to -Equiment swap failed - inventory is full- like the Blizzlike error message
* 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(Core): Implement ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK
* fix(Core): LoadAchievementCriteriaData(): Add ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK
- fixes minor oversight of ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK implementation
- this enables DB achievement_criteria_data check for ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK