* 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
* Update ObjectMgr.cpp
Rework to `ObjectMgr::LoadReputationSpilloverTemplate()` allowing more factons to be added.
* Create reputation_spillover_template-update.sql
Alteration to `reputation_spillover_template` table, update allowing to add two more factions.
* Update SharedDefines.h
`MAX_SPILLOVER_FACTIONS` is now equal 6 instead of 4.
* Update reputation_spillover_template-update.sql
Now it alters table instead recreating it.
* fix(Scripts/Midsummer): Implement Ribbon Pole dance effects
* midsummer.cpp: remove whitespaces at end of lines
* midsummer.cpp: fix unused parameter error
* add spacing after 0.0f
* replace Milliseconds(...) by ...ms and Seconds(...) by ...s
* cleanup comments
* remove manual cleanups / despawns from DoCleanupChecks()
- rely on NPC despawn timers
- manual cleanup / removal actually is a bit excessive
* set INTERVAL_DANCING_FLAMES to 15s
* set despawn time to 1min for big dancing flames according to spell 46827
* set spawnDist to 12 for big dancing flames according so spell 46827
* use library function Acore::Containers::RandomShuffle() to shuffle _danclerList
* sql: do not set SmartAI for NPC 17066
already using ScriptName and can't have both
* combine 3 sql files into 1
* remove INTERVAL_... enum values
* remove unnecessary checks of if(_bunny)
* sql: fix smartscript comment
* rename spell define to correct spell name
* 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>
* fix(DB/Quest): Port Cleansing Witch Hill from Trinity.
https: //github.com/TrinityCore/TrinityCore/issues/22262
Co-Authored-By: Carlos Morales <carlos.morales@insmet.cu>
* ""
Co-Authored-By: Carlos Morales <carlos.morales@insmet.cu>
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Co-authored-by: Carlos Morales <carlos.morales@insmet.cu>
Add hook 'OnAfterCalculateLootGroupAmount' to GlobalScript, similar to existing hook 'OnAfterRefCount'. Allows for dynamic modification of the group loot rate