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added cfpve.cpp #143
base: 3.3.5-cfpve
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added cfpve.cpp #143
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Note to self: create a branch and change target branch |
Sorry for my ignorance but im not sure what your saying hahaah |
Is the original faction ever restored ? |
It doesnt... I forgot about that meh |
imho this must be merged into main project. |
#include "ScriptMgr.h" enum MiscCrossFactionPVE class CfPlayerScript : public PlayerScript
private:
}; void AddSC_cfpve() |
added faction reset
This is the best I can do for now, if someone wants to help i will accept it, just trying to contribute the best I can, I have added the function to reset faction |
CfPlayerScript() : PlayerScript("CfPlayerScript") {} | ||
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// Called when a player enters the world (logs in or teleports) | ||
void OnLogin(Player* player, bool firstLogin) override |
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Change bool firstlogin to bool /* firstlogin */
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added
You added the same file twice. |
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private: | ||
// Store the original faction in a map | ||
std::unordered_map<uint64, uint32> originalFactionMap; |
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This container is not thread-safe and I'm pretty sure OnUpdateZone() can be called by multiple maps at the same time, meaning it will cause race conditions.
…ve and does not have the corpse inside or in inner instance (#30229)
closes #30272 by CraftedRO
…uirement closes #30285 by Odyssey
…ructor (the only callers are assertion failures so it will still crash but not before printing error message)
…cff26, fixes not finding mind controlled players (cherry picked from commit 0d496b14d54d723090ea36760ee0e8d47e53891c)
Guys, seeing that it has BG areas such as Warsong Gulch and Arathi Basin, would this be suitable for a Crossfaction Battlegrounds? |
closes #30517 by Foldor1
closes #30521 by Foldor1
closes #30519 by Foldor1
closes #30520 by Foldor1
closes #30518 by Foldor1
closes #30522 by Foldor1
closes #30523 by Foldor1
closes #30524 by Foldor1
closes #30525 by Foldor1
closes #30526 by Foldor1
closes #30535 by CraftedRO
(cherry picked from commit 19aef6882d4ec21f790b67d94a6bd039970156a6)
…d in SPELL_EFFECT_PERSISTENT_AREA_AURA effects of the spell creating them
…rding player at battleground end (cherry picked from commit a2f6a2b)
…tory (cherry picked from commit 450a6a6)
…nsigned mediumint There's no reason to be cheap... (cherry picked from commit 4d8b06d)
…627) Co-authored-by: Jonne733 <[email protected]>
…t entire stack (cherry picked from commit 5dc3ccb)
(cherry picked from commit 460f428)
closes #30665 by Jonne733
…MSG_AUCTION_COMMAND_RESULT, SMSG_PARTY_MEMBER_STATS, SMSG_BATTLEFIELD_STATUS and implemented missing SMSG_AUCTION_REMOVED_NOTIFICATION
closes #30671 by CraftedRO
closes #30672 by CraftedRO
Target Branch(es):
335
Issues Addressed:
This update addresses issues related to PVE content when cross-faction configurations are enabled. Specifically, it resolves problems encountered when cross-faction groups participate in dungeons or raids with faction-specific mechanics or creature flags.
Example: In the Icecrown Citadel (ICC) raid, the first player to enter the raid determines the faction alignment for the raid. This can lead to complications such as:
The Gunship Battle becoming problematic, as the enemy faction won't be able to use the cannons.
Mobs that should be friendly becoming enemies and vice versa.
This script ensures that all players have a hidden faction mask that matches the raid leader’s faction. This change prevents faction-related issues during PVE encounters. The script can be extended to handle additional PVE encounters or battlegrounds, which is useful if using NPC bots.
Tests Performed:
The script has been tested and functions as intended.