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From 64c327d1393abaced5445b855cfb74ac639d32e3 Mon Sep 17 00:00:00 2001
From: walkline <walkline.ua@gmail.com>
Date: Mon, 4 Jun 2012 19:49:20 +0300
Subject: [PATCH] Imlemented Transmogrification.
diff --git a/sql/updates/fc_updates_characters/fake_items.sql b/sql/updates/fc_updates_characters/fake_items.sql
new file mode 100644
index 0000000..3618ac1
--- /dev/null
diff --git a/src/game/FleeingMovementGenerator.cpp b/src/game/FleeingMovementGenerator.cpp
index b3d8627..43cf9a9 100644
--- a/src/game/FleeingMovementGenerator.cpp
+++ b/src/game/FleeingMovementGenerator.cpp
@@ -25,7 +25,7 @@
#include "movement/MoveSpline.h"
#include "PathFinder.h"
-#define MIN_QUIET_DISTANCE 28.0f
+#define MIN_QUIET_DISTANCE 20.0f
diff --git a/src/game/ConfusedMovementGenerator.cpp b/src/game/ConfusedMovementGenerator.cpp
--- a/src/game/ConfusedMovementGenerator.cpp
+++ b/src/game/ConfusedMovementGenerator.cpp
@@ -30,16 +30,19 @@ template<class UNIT>
void ConfusedMovementGenerator<UNIT>::Initialize(UNIT &unit)
{
_generateMovement(unit);
unit.InterruptNonMeleeSpells(false);
void ConfusedMovementGenerator<UNIT>::_generateMovement(UNIT &unit)
{
for (uint8 i = 0; i < MAX_RANDOM_POINTS; ++i)
{
// Берем стандартный поинт
float angle = urand(0, 2*M_PI);
bool isValidPoint = unit.GetValidPointInAngle(dPos[i], WANDER_DISTANCE, angle, true, true);
// Если взялся ближе чем нужно (т.е. впереди припятствие), ищем подходящий угол, чтобы обойти.
for (uint8 j = 0; j < 4 && !isValidPoint; ++j)
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -810,16 +810,20 @@ void Unit::RemoveSpellbyDamageTaken(uint
if (*i && (!spell || (*i)->GetId() != spell))
{
if (SpellMgr::GetDiminishingReturnsGroupForSpell((*i)->GetSpellProto(), false) == DIMINISHING_ENSLAVE)
continue;
roll = roll_chance_f(chance);
------------------
----- Zevrax -----
------------------
DELETE FROM `creature_ai_scripts` WHERE `entryOrGUID` = '17494';
UPDATE `creature_template` SET `AIName` = 'EventAI', `minmana` = '1020', `maxmana` = '1020', `spell1` = NULL, `spell2` = NULL, `spell3` = NULL, `spell4` = NULL WHERE `entry` = '17494';
-- Фаза 0 (спавн/homeposition)
INSERT INTO `creature_ai_scripts` (
`id`,
insert into creature_ai_texts (`entry`, `content_default`, `type`, `comment`) values
('-1787401', 'Bring forth the blood elf.', '1', 'Velen - Say 1 OOC');
insert into creature_ai_scripts (`id`, `entryOrGUID`, `event_type`, `event_chance`, `event_param1`, `event_param2`, `action1_type`, `action1_param1`, `comment`) values
('1787401', '17874', '1', '100','3000', '3000', '1', '-1787401', 'Velen - Say 1 OOC ');
update creature_template set `AIName` = 'EventAI' where entry=17874;
<p>
<strong>Winds</strong>&nbsp;can be gentle, hardly felt, like zephyrs flitting about in a local area, or they can be vast movements of air moving swiftly across oceans and continents at low and high altitudes.</p>
<p>
A local area scale example of the effect of differential heating on air is well known to experienced sailors.</p>
<p>
A parcel of air over land in summer at noon will be warmed by the land more than a parcel over water.&nbsp; Both are receiving the same amount of solar heat, but it takes more heat to raise water one degree than it does for land.&nbsp; Hence&nbsp;the parcel over the warmer land will warm more and rise, and the heavier cooler air over the water will flow in under it to take its place.&nbsp; This phenomenon gives birth to the so-called daytime &ldquo;sea breeze,&rdquo; the breeze from&nbsp;sea to land well known to coastal sailors.&nbsp; Air will sink over the water to replace the sea air going from&nbsp;there&nbsp;inland, leaving an area aloft over the sea into which the ris
{
"belong_to" = "";
"book_ids" = (
);
city = "\U05d0\U05d5\U05e8 \U05d9\U05d4\U05d5\U05d3\U05d4";
earsing = "";
email = "";
"font_size" = "36, 40, 42, 45, 48";
"font_type" = "";
"for_me" = 0;
{
"belong_to" = "";
city = "\U05d0\U05d5\U05e8 \U05d9\U05d4\U05d5\U05d3\U05d4";
"created_datetime" = "2016-03-10 00:00:00";
earsing = "";
email = "";
"font_size" = "36, 40, 42, 45, 48";
"font_type" = "";
"for_me" = 0;
good = 1;