| Don't handle AI events when AI is turned off... This prevents some possessed NPC stuck in combat issues |
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over 2 years ago
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| A wrong cast can ruin a spell. This one made some auras last forever ( like hunter's eagle eye ) |
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over 2 years ago
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| Attack timer shouldn't underflow |
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over 2 years ago
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| Typo |
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over 2 years ago
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| Added CodeFactor code quality badge |
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over 2 years ago
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| When the farsight spell finishes remove the target dynamic object |
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over 2 years ago
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| Farsight dynamic objects shouldn't target nearby units |
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over 2 years ago
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| Don't remove the bind sight target from the client. |
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over 2 years ago
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| Merge pull request #445 from dfighter1985/farsight |
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over 2 years ago
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| Completely rebuild what the client can see when binding sight. This avoids some anomalies. |
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over 2 years ago
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| Add and remove objects discovered with far sight to / from the visible list |
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over 2 years ago
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| Unbind sight here |
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over 2 years ago
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| Stop auras from binding sight to something that is already bound |
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over 2 years ago
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| Don't allow possessing a target that already is farsight bound |
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over 2 years ago
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| Don't try to announce farsight status change when not in the world |
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over 2 years ago
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| When farsight is bound to a player, add / remove visible objects to/from the viewer's visible lists too. |
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over 2 years ago
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| When farsight is bound to a player, send push out of range message to the viewer too. |
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over 2 years ago
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| When farsight is bound to a player, send creation data to the viewer too. |
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over 2 years ago
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| Dyanmic Objects once again will activate cells |
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over 2 years ago
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| Clear the farsightbound set when clearing the others |
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over 2 years ago
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| Players can be farsight targets too |
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over 2 years ago
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| Announce the farsight change to cells. |
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over 2 years ago
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| Maybe this should be initialized... |
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over 2 years ago
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| It seems the client sends the clear farsight command when the field is zero. |
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over 2 years ago
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| Should actually unbind sight when the aura wears off |
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over 2 years ago
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| Don't send packets to the far seer Player twice |
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over 2 years ago
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| Dyanmic objects should activate cells (far sight / eagle eye) |
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over 2 years ago
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| Much much better this way. Instead of checking for player control, check for farsight binding. |
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over 2 years ago
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| Moved MapMgr::ChangeFarsightLocation to Player::bindSight |
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over 2 years ago
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| Let's keep a separate player controlled object list and send updates to the objects in that list. |
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over 2 years ago
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