* Init.
* Allow self-summoning.
* Revert unintended change.
Self-summoning still works fine without this being removed, I see no harm in putting it back.
* 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
* 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
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Co-authored-by: NathanHandley <nathanhandley@protonmail.com>
* 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
* Doesn't randomize placement of guardian summons if the target position was specified in the DB
* Add `HasRadius()` check
* Add check for zero-radius effects, update IF condition style
* Accept IF condition statement suggestion
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
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Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
* Revert "fix(Core/Spells): Seal of Command, Seal of Vengeance and Seal of Corr… (#15193)"
This reverts commit 88401360ab.
* Keep Divine Storm in SPELLFAMILIY_PALADIN case
* Update SpellEffects.cpp
* fix (core): macos12 depreciation workflow error
Fix workflow error message:
azerothcore-wotlk/src/common/Utilities/Util.cpp:558:9: fatal error: 'sprintf' is deprecated: This function is provided for compatibility reasons only. Due to security concerns inherent in the design of sprintf(3), it is highly recommended that you use snprintf(3) instead. [-Wdeprecated-declarations]
sprintf(buffer, "%02X", bytes[i]);
* Update BattlegroundAV.cpp
* more macos12 fixit
* Update spell_generic.cpp