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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@@ -376,6 +376,11 @@ namespace Game.Entities
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if (IsTypeId(TypeId.Player) && IsMounted())
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return false;
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Creature creature = ToCreature();
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// creatures cannot attack while evading
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if (creature != null && creature.IsInEvadeMode())
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return false;
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if (HasUnitFlag(UnitFlags.Pacified))
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return false;
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@@ -436,7 +441,7 @@ namespace Game.Entities
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if (meleeAttack)
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AddUnitState(UnitState.MeleeAttacking);
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if (IsTypeId(TypeId.Unit) && !IsPet())
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if (creature != null && !IsPet())
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{
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// should not let player enter combat by right clicking target - doesn't helps
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AddThreat(victim, 0.0f);
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@@ -445,8 +450,8 @@ namespace Game.Entities
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if (victim.IsTypeId(TypeId.Player))
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victim.SetInCombatWith(this);
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ToCreature().SendAIReaction(AiReaction.Hostile);
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ToCreature().CallAssistance();
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creature.SendAIReaction(AiReaction.Hostile);
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creature.CallAssistance();
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// Remove emote state - will be restored on creature reset
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SetEmoteState(Emote.OneshotNone);
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@@ -536,12 +541,28 @@ namespace Game.Entities
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}
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public Unit GetAttackerForHelper()
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{
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if (GetVictim() != null)
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return GetVictim();
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Unit victim = GetVictim();
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if (victim != null)
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if (!IsControlledByPlayer() || IsInCombatWith(victim) || victim.IsInCombatWith(this))
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return victim;
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if (attackerList.Count != 0)
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if (!attackerList.Empty())
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return attackerList[0];
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Player owner = GetCharmerOrOwnerPlayerOrPlayerItself();
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if (owner != null)
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{
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HostileReference refe = owner.GetHostileRefManager().GetFirst();
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while (refe != null)
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{
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Unit hostile = refe.GetSource().GetOwner();
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if (hostile != null)
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return hostile;
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refe = refe.Next();
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}
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}
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return null;
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}
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public List<Unit> GetAttackers()
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@@ -3965,9 +3965,22 @@ namespace Game.Entities
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ToTotem().SetDeathState(DeathState.JustDied);
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}
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// Remove aurastates only if were not found
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if (!auraStateFound)
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ModifyAuraState(auraState, false);
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// Remove aurastates only if needed and were not found
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if (auraState != 0)
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{
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if (!auraStateFound)
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ModifyAuraState(auraState, false);
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else
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{
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// update for casters, some shouldn't 'see' the aura state
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uint aStateMask = (1u << ((int)auraState - 1));
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if ((aStateMask & (uint)AuraStateType.PerCasterAuraStateMask) != 0)
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{
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m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.AuraState);
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ForceUpdateFieldChange();
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}
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}
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}
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aura.HandleAuraSpecificMods(aurApp, caster, false, false);
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}
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@@ -4099,7 +4112,17 @@ namespace Game.Entities
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// Update target aura state flag
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AuraStateType aState = aura.GetSpellInfo().GetAuraState();
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if (aState != 0)
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ModifyAuraState(aState, true);
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{
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uint aStateMask = (1u << ((int)aState - 1));
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// force update so the new caster registers it
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if (aStateMask.HasAnyFlag((uint)AuraStateType.PerCasterAuraStateMask) && (m_unitData.AuraState & aStateMask) != 0)
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{
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m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.AuraState);
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ForceUpdateFieldChange();
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}
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else
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ModifyAuraState(aState, true);
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}
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if (aurApp.HasRemoveMode())
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return;
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@@ -1626,8 +1626,6 @@ namespace Game.Entities
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if (s == DeathState.JustDied)
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{
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ModifyAuraState(AuraStateType.HealthLess20Percent, false);
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ModifyAuraState(AuraStateType.HealthLess35Percent, false);
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// remove aurastates allowing special moves
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ClearAllReactives();
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m_Diminishing.Clear();
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