This fixes Script names not being loaded with npcs and gameobjects when manually added with the .npc\gameobject add cmd that would lead the user to restart the server to load up the npc\gameobject with the script that was manually added
* fix\feat: (Core/PacketIO): updated sound and creature addon
updated SMSG_PLAY_SOUND, SMSG_PLAY_MUSIC and SMSG_PLAY_OBJECT_SOUND via tc cherry pick
https://github.com/TrinityCore/TrinityCore/pull/2363 and 0f1f7ef401 by @joschiwald and @ForesterDev
This so far a attempt to align atleast with sound with tc, and correct a potentional issue of hearing creature sounds that is not in visible range. I notice PlaySound was being defined in some weird dependency as it isnt with tc so I renamed it to Playsound. Notice a isLarge still being used in the creature addon when it was depreciated, so i removed that a that seem to of interfered with visibilitydistanceType.
Co-Authored-By: joschiwald <736792+joschiwald@users.noreply.github.com>
Co-Authored-By: ForesterDev <11771800+ForesterDev@users.noreply.github.com>
* feat(Core/Creature): Allow 3 ids per spawn point.
* Move GetRandomId to a function
* Update id to id1
* Fixed some errors crashing core and text
* Set ids to lowercase for GetRandomId function
* Update src/server/database/Database/Implementation/WorldDatabase.cpp
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
Co-authored-by: acidmanifesto <joshua.lee.betts@gmail.com>
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
* Fix (Core\Creature): Random Gender on respawn if Gender exsrespawn
If creature has genders it will consider gender changing on respawn.
GetCreatureModelInfo to const
* Update Creature.cpp
* Remove unnecessary slang
Removes ZOMG! that is used in the src in logging and notes. Completely Unnecessary. Contributes to nothing useful. Inflates source. Not needed at all in any shape or form. Not Developer Lingo either.
* Further Clean Up
Removed Profanity
* sensible grammar correction
* More ZOMG! removal
* fix(Core/Creature): Fixed GroupAI flags usage
* fix(Core/Creature): build fix + code style...
* fix(Core/Creatures): trailing white spaces...
* Core/Formations: allow only certain members to have follow formation
* Core/Formations: fixed ancient data corruption in CreatureGroup::LeaderMoveTo
* Core/Formations: minor optimization
* Core/Formations: improved some warning messages
* Core/Formations: do not load invalid formation data which has unsupported group ai
* Core/Formations: minor adjust for recent commit
* Core/Formations: log formation data which has angle and distance but dont have GROUP_AI_FLAG_FOLLOW_LEADER flag
* Core/Formations: Minor optimization for formation data handling
* Core/Formations: make sure that FormationInfo members are always initialized on its creation
* Core/Formations: minor warnings adjustments
* DB/Formations: fixed some warnings
* Core/Formations: check group flags only if there is any
I have gues that maybe leader could not assist any member at all but members maybe could be linked for motion
* DB/Formations: fixed rest of DB warnings
* Core/Formations: more improvements for supported AI mask check
* Core/Formations: more improvements for data checks
* DB/Formations: fixed warnings
* meh
* DB/Formations: minor correction
* Core/Formations: code style - brackets, you suck... :D