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
This commit is contained in:
hondacrx
2020-06-21 13:01:24 -04:00
parent c1f79334ef
commit 1a2411ae0f
14 changed files with 189 additions and 109 deletions
+27 -6
View File
@@ -376,6 +376,11 @@ namespace Game.Entities
if (IsTypeId(TypeId.Player) && IsMounted())
return false;
Creature creature = ToCreature();
// creatures cannot attack while evading
if (creature != null && creature.IsInEvadeMode())
return false;
if (HasUnitFlag(UnitFlags.Pacified))
return false;
@@ -436,7 +441,7 @@ namespace Game.Entities
if (meleeAttack)
AddUnitState(UnitState.MeleeAttacking);
if (IsTypeId(TypeId.Unit) && !IsPet())
if (creature != null && !IsPet())
{
// should not let player enter combat by right clicking target - doesn't helps
AddThreat(victim, 0.0f);
@@ -445,8 +450,8 @@ namespace Game.Entities
if (victim.IsTypeId(TypeId.Player))
victim.SetInCombatWith(this);
ToCreature().SendAIReaction(AiReaction.Hostile);
ToCreature().CallAssistance();
creature.SendAIReaction(AiReaction.Hostile);
creature.CallAssistance();
// Remove emote state - will be restored on creature reset
SetEmoteState(Emote.OneshotNone);
@@ -536,12 +541,28 @@ namespace Game.Entities
}
public Unit GetAttackerForHelper()
{
if (GetVictim() != null)
return GetVictim();
Unit victim = GetVictim();
if (victim != null)
if (!IsControlledByPlayer() || IsInCombatWith(victim) || victim.IsInCombatWith(this))
return victim;
if (attackerList.Count != 0)
if (!attackerList.Empty())
return attackerList[0];
Player owner = GetCharmerOrOwnerPlayerOrPlayerItself();
if (owner != null)
{
HostileReference refe = owner.GetHostileRefManager().GetFirst();
while (refe != null)
{
Unit hostile = refe.GetSource().GetOwner();
if (hostile != null)
return hostile;
refe = refe.Next();
}
}
return null;
}
public List<Unit> GetAttackers()
+27 -4
View File
@@ -3965,9 +3965,22 @@ namespace Game.Entities
ToTotem().SetDeathState(DeathState.JustDied);
}
// Remove aurastates only if were not found
if (!auraStateFound)
ModifyAuraState(auraState, false);
// Remove aurastates only if needed and were not found
if (auraState != 0)
{
if (!auraStateFound)
ModifyAuraState(auraState, false);
else
{
// update for casters, some shouldn't 'see' the aura state
uint aStateMask = (1u << ((int)auraState - 1));
if ((aStateMask & (uint)AuraStateType.PerCasterAuraStateMask) != 0)
{
m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.AuraState);
ForceUpdateFieldChange();
}
}
}
aura.HandleAuraSpecificMods(aurApp, caster, false, false);
}
@@ -4099,7 +4112,17 @@ namespace Game.Entities
// Update target aura state flag
AuraStateType aState = aura.GetSpellInfo().GetAuraState();
if (aState != 0)
ModifyAuraState(aState, true);
{
uint aStateMask = (1u << ((int)aState - 1));
// force update so the new caster registers it
if (aStateMask.HasAnyFlag((uint)AuraStateType.PerCasterAuraStateMask) && (m_unitData.AuraState & aStateMask) != 0)
{
m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.AuraState);
ForceUpdateFieldChange();
}
else
ModifyAuraState(aState, true);
}
if (aurApp.HasRemoveMode())
return;
-2
View File
@@ -1626,8 +1626,6 @@ namespace Game.Entities
if (s == DeathState.JustDied)
{
ModifyAuraState(AuraStateType.HealthLess20Percent, false);
ModifyAuraState(AuraStateType.HealthLess35Percent, false);
// remove aurastates allowing special moves
ClearAllReactives();
m_Diminishing.Clear();