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Merge TCore Updates - #49

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xuehyc wants to merge 4511 commits into
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TrinityCore:master
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Merge TCore Updates#49
xuehyc wants to merge 4511 commits into
xuehyc:masterfrom
TrinityCore:master

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@xuehyc

@xuehyc xuehyc commented Jun 18, 2024

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Changes proposed:

Issues addressed:

Closes # (insert issue tracker number)

Tests performed:

(Does it build, tested in-game, etc.)

Known issues and TODO list: (add/remove lines as needed)

  • [ ]
  • [ ]

@Shauren
Shauren force-pushed the master branch 3 times, most recently from 08f233a to 2e41f6d Compare January 17, 2026 13:27
stdNullPtr and others added 27 commits June 25, 2026 22:28
…Graveyard() log message (#31194)

(cherry picked from commit 7de212a)
…medPetFrom returns nullptr (#31218)

(cherry picked from commit 33a8d42)
* Prevent double spawn with pools with maxlimit 1 in certain situations
* Prevent infinite recursive call with specific case of nested pools

(cherry picked from commit 3e6bbb8)
…case in DespawnObject

(cherry picked from commit 4be538f)
(cherry picked from commit 001675d)
…rrordax

closes #31237
by AlexPro54

(cherry picked from commit 417716d)
…crosses a threshold increasing their reputation

(cherry picked from commit 44b1e6e)
 * Add missing Frenzy emote
 * Implement & use Garrote Remove spell
 * Use BossAI for Moroes
 * Use EventMap & TaskScheduler instead of old events
 * Handle special emotes in OnSpellCast
 * Update enums
 * Add comments for script names
 * Update timers and targets of spells
 * Garrote now correctly applies on players
 * Improve GuestBaseAI & guest scripts
 * Use new register model for all scripts

(cherry picked from commit 9625ef1)
…xcept currently opened item)

Closes #30686
Closes #31184

(cherry picked from commit 70ddb07)
* New register model
* Use EventMap instead of old events
* More proper timers for spells
* Added missing spells and removed wrong
* Corrected targets for spells
* Added comments for script names
* Added formation to handle linked aggro
* Cleanup headers

(cherry picked from commit 399d89a)
* New register model
* Repeat events instead of scheduling them
* More proper timers for spells
* Added unique names for enums
* Added comment for script name
* Added missing emote
* Added missing Frenzy spell
* Cleanup texts (keep only actually used)
* Use combat texts
* Add ResetAllThreat component to Thundercrash spell script

(cherry picked from commit 5c6bf61)
* New register model
* Repeat events instead of scheduling them
* Added unique names for enums
* Added comments for script names
* Added AI for Mana Fiend
* Added missing emote
* Use all emotes
* Create master-script to summon Mana Fiends
* Implement & use Zero Mana/Full Health spell
* Implement Energize script to end stoned phase
* Implement Drain Mana master spell script with correct amount of targets and checks to ensure only players and mana-users will be targeted
* Implement Drain Mana visual effect
* Now, once all Mana Fiends are dead, stone phase is finished
* Rework the way stone phase is started and finished
* Moam now drops obsidian mineral once dead
* Added a check to ensure all combat spells will be used
* Added event to handle Arcane Eruption instead of trying to cast it every update tick

Credit for a lot of things goes to CMaNGOS

(cherry picked from commit de6a77c)
Credit for a lot of things goes to CMaNGOS

(cherry picked from commit 7c9bea1)
* Many changes to improve several encounters

Credit for a lot of things goes to CMaNGOS
Garr fully based on CMaNGOS version

(cherry picked from commit 2979b12)
Shauren and others added 30 commits July 24, 2026 00:39
…hat aren't close to ground

(cherry picked from commit e30e023)
…nToFirstCollision (#31913)

Co-authored-by: Kelno <kelnowm@gmail.com>
(cherry picked from commit 578d3c2)
…nToFirstCollision (#31915)

MovePositionToFirstCollision calculates its destination relative to the provided position and uses that position for collision checks, so the same position as the PathGenerator source has to be used so that all collision checks evaluate the same segment

Co-authored-by: Kelno <kelnowm@gmail.com>
Credit for multiple things goes to CMaNGOS

Closes #27603
Closes #29957

(cherry picked from commit 259f4b8)
* Remove special case for visiting current cell first, Cell::VisitCircle doesn't do that
…_DURING_CHANNEL and SPELL_ATTR9_ALLOW_CAST_WHILE_CHANNELING

* Fixed spells being interrupted when casting channeled spells with SPELL_ATTR5_ALLOW_ACTIONS_DURING_CHANNEL
* Check both attributes when starting autorepeat spells
Credit for some things goes to CMaNGOS

Closes #28951
Closes #28954

(cherry picked from commit e0fa5c7)
Instance:
* Improve Main Chambers Access Panel script by handling everything in one place
* Replace direct change of gameobject flags with gameobject actions
* Now door to Kalithresh closes when encounter is in progress

Thespia:
* Update spell timers and targets
* Minor cosmetic changes

Steamrigger:
* Re-handle Summon Gnomes script using more appropriate OnEffectPeriodic hook
* Add corpse delay for Steamrigger Mechanic
* Update spell timers and targets

Kalithresh:
* Update spell timers
* Remove unconfirmed spell

(cherry picked from commit 13a7d54)
…ts triggered directly by player movement (#29824)

Examples: PlayerScript on death by falling, AuraScript remove by interrupt flags (turning on vehicle, landing)
(cherry picked from commit a3ada79)
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