Also resolves crashes related to group members
Trying to target a spawn the client doesnt' have (index wise) crash fix
resetting hp on runback only when previously in combat
Added LUA StopTimer(Spawn, "function_name") support, leave the function_name as an empty string to delete ALL timers tied to the spawn
LUA Functions cleanup continues, reset function stack after arguments are obtained (on-going patch work)
Fix#376 - resolved spells with duration until cancel blinking after zoning
Fix#375 - hard coded activity status to solid/transport flags on lifts/boats resolves falling through lifts when moving on them
Additional crash fixes:
- stats clearing when calculating bonuses on entity
- Player equipment mutex lock protection
- Fix GetFactionAmount to be Signed Integer
- Crash fix spell removal on zone shutdown when player already left
- PlayerItems mutex fixes
- Movement Location mutex fixes
Fix#121 - Can use /reload luasystem and /reload spells without causing a crash
Log messages at spell/warning level for NPC casting when it doesn't have enough mana/concentration/etc
Fixed additional ASan issues:
Fix#370Fix#371Fix#372Fix#373
- healthchanged function for SpawnScripts can now return a modified health. healthchanged also now receives a third argument, Damage
eg function healthchanged(Spawn, Attacker, Damage)
-1 = immune (hit damage is set to 0)
0 (or no return) = default damage
1 or higher = new damage (before wards/procs take place)
- Fixed locking issues with player quests when calling /reload quests
- AddQuestStep now supports spawn ids as arguments 9+ (after the usableitemid) -- this will also set the quest flag icon that you would similarily see in a QuestStepKill noting a Spawn is involved with the quest
- Fixed ruleset error message to only display if we don't get a ruleset id
- Fixed a ASam crash in spawn_update_packet, didn't like our null_byte use. Changed it to not bother since we memset the data, it is already a 0x00 byte no reason to memcpy it in.