Mangos 10590 - 10610
Code:
Check if GO is requirement of quest to activate sparkle if it is
Simplify LoadGameObjectForQuests for case GO type 3
Make GO type 2 activate/deactivate
As with similar GO's that are not interactable (gameobject_template.flags|4) as default, GO's of type 2 becomes active when player can take a quest (or deliver quest).
Cleaning up code a bit, in related functions for recent commits
Use equal_range instead of lower_bound/upper_bound pairs
(based on zergtmn's repo commit 0499169)
Add new functions to Set/RemoveShortFlag (uint16, lo and high part of uint32)
Apply restrictions to vmap options.
After switch to new vmap version and later height check code chnages
some vmap related options now outdated.
* Option vmap.ignoreMapIds removed. You can't now diable vmaps use for selected maps.
* Option vmap.enableHeight must be always enabled for normal work server and server
at startup now pring error if it's diabled. Option still supported just for special
work cases (debug, new clients testing, etc).
Possible soon option vmap.ignoreSpellIds also will be removed, because like los ignore checks
must be in spell code instead options.
Enable by default vmap.enableHeight and vmap.enableLOS
mangosd.conf version updated.
Create enum GameObjectDynamicLowFlags and use instead of hard coded
Attempt fix data corruption for some localization structures with GCC use.
By unknown reason GCC generate wrong code for locale structures declared in header after pack pragma.
Correct size of animprogress for GO Create()
Add a default define and use it instead of hard coded value.
Some additional minor corrections for transport GO's
Amother attemp fix locale structures corruption.
Possible real source of problem: existing in code mixed
std:: structure templates instanting under pack pragma and out.
And this incompatible structure layouts wrongly mixed used by GCC.
So all std:: strcutures used moved out from pack pragma guards.
Add GO_DYNFLAG_LO_ACTIVATE to GAMEOBJECT_TYPE_GENERIC and merge similar cases.
Replace one hard coded value w/enum name. Additional code style cleanup
A couple more spell_proc_event entries for relics.
Missing items were 38360, 40714, 45509, 45144, 50454, 50455, 50456, 50457, 50458, 50459, 50460, 50461, 50462, 50464.
Fixed infinity loop at grid loading
this also probably solves the problem that object tries to be loaded twice
Fix loot for victims being creature type critter
Handle GAMEOBJECT_TYPE_GENERIC at Use() to trigger despawn of GO
In addition, a check is added to prevent unexpected call to Use() at received opcode. Despawn of this type GO can then only be used with explicit call to Use()
Update melee miss chance calculations...finally.
Also thanks to Revils for correcting effective skill for spells that don't use weapon despite being melee/ranged ability.
I consider it proven that all classes shall benefit from intellect for weapon skill increase.
But better formula for chance would still welcome...
I consider it proven that all classes shall benefit from intellect for weapon skill increase.
But better formula for chance would still welcome...
YTDB 346
Code:
+ all fixes from forum
+ fix spawn
+ quest scripts
+ mob's gossip menus
+ new templates from WDB
+ update table "*_template" by WDB
+ data from sniffs (templates, spawn)
+ fix spawn "Pit of Saron" from sniffs
+ processed 205 caches (3.3.5a)