Ports from (https://github.com/TrinityCore/TrinityCore)
Core/Unit: don't clear low health aura states on death Core/Gossip: Fix gossip bug on modify money Core/Spells: Change the radius of PBAoEs following the feedback received on Core/Player: update interaction checks, some info taken from client Core/Spell: abort channeling if no valid targets are found after searching Core/Creature: fix _DespawnAtEvade saving wrong respawn time Core/Spell: fixed some problems with per caster aura states Quickfix a bug introduced by 2f19d97 which prevented GTAoE from being cast. Core/SmartAI: allow SMART_ACTION_SEND_GOSSIP_MENU to override default gossip Core/Spell: in case of immunity, check all effects to choose correct procFlags, as none has technically hit Fix evade issues when a spell hits the target just before evading. Scripts/Command: implement .debug play music command Partial revert, Unit::getAttackerForHelper() shouldn't return units that we aren't in combat with (victim can be such a unit for players/player pets, which can startattack from a distance without entering combat). Fix an issue where CanSpawn would never get invoked on creatures without per-guid script. Core/Players: fix null dereference crash
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@@ -2189,7 +2189,7 @@ namespace Game.AI
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}
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case SmartActions.SendGossipMenu:
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{
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if (GetBaseObject() == null)
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if (GetBaseObject() == null || !IsSmart())
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break;
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Log.outDebug(LogFilter.ScriptsAi, "SmartScript.ProcessAction. SMART_ACTION_SEND_GOSSIP_MENU: gossipMenuId {0}, gossipNpcTextId {1}",
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@@ -2199,6 +2199,12 @@ namespace Game.AI
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if (targets.Empty())
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break;
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// override default gossip
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if (me)
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((SmartAI)me.GetAI()).SetGossipReturn(true);
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else if (go)
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((SmartGameObjectAI)go.GetAI()).SetGossipReturn(true);
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foreach (var obj in targets)
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{
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Player player = obj.ToPlayer();
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