+ tangent equation to find correct angle and distance when moving
+ implemented proper backward
* Improved performance + random angle margin
* chore: add tollerance calculation in instance
* improved LOS checks with movements
* implemented collisions using raycast (imported by TC)
+ improved collision detection for CanReachPositionAndGetCoords
+ improved collision check
+ set correct flags for the backward movement
+ first implementation of slope angle (to improve)
Co-authored-by: Yehonal <yehonal.azeroth@gmail.com>
* refactor(Core/SpellMgr): simplify dbc data corrections
* I hate failing builds... so guess sleep isnt neccessary
* only works when you actually fill out them all
* blankspace
* step 1 - rename
* This takes so long Q.Q
* Update SpellMgr.cpp
* Revert "Update SpellMgr.cpp"
This reverts commit e1de9712a52fd6547761c3ccd70c17a7d4aa8036.
* Revert "Revert "Update SpellMgr.cpp""
This reverts commit e9253c2846b83bfe2760e71a0fc52d2d9fbed853.
* revert
* DONE
* cleanup
* cleanup
* New error so good, why try to correct spells that dont exist :)
* brackets
* Github merge conflict fix SUCKS
* NULL to nullptr
* NULL to nullptr
* NULL to nullptr
* NULL to nullptr
* NULL to nullptr
Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com>
Co-authored-by: Stefano Borzì <stefanoborzi32@gmail.com>
Currently, mages can't refresh Living Bomb if the target already have the dot.
###How to reproduce the issue :
1. Use Living Bomb on a target
2. Try to re-use Living Bomb on the same target
3. Observe the error message
###Expected Blizzlike behaviour
Living Bomb should be reapplyable
###Why this PR :
This PR allow to refresh the duration of Living Bomb on the same target
I've didn't found a bad mage's video that refreshes Living Bomb on his target, but found some Fire Mage 3.3.5 guides that mentions :
"Never refresh your LB (Living Bomb) before the explosion (except if I clearly tell you to)."
https://sites.google.com/site/pvemage335/fire/rotation-gameplay
"Living Bomb – every 12 seconds **after the explosion**"
https://www.gnarlyguides.com/wotlk/guides/pve-fire-mage/#plink-rotation
Co-authored-by: Stefano Borzì <stefanoborzi32@gmail.com>
Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com>
* Implement SPELL_ATTR0_CU_POSITIVE_EFF0
* Implement SPELL_ATTR0_CU_POSITIVE_EFF1
* Implement SPELL_ATTR0_CU_POSITIVE_EFF2
* Move SpellFamilyName spells into DB to define if they are POSITIVE or NEGATIVE spells
* Rename column from entry to spell_id to make more sense