* [Cheat Detection] Anti-Cheat reimplementation
* minor patch fixes
* ceiling to server side runspeed
Warp(LT) was picking up a bunch of expected 6.2 but it was reported back as 6.5, this should help reduce the amount of false positives we get
* use ceil instead of std::ceilf for linux
* boat false positive fix
* stopping the double detection
* fixes and cleanup
* auto merge tricked me...
* dummy divide by 0 checks
this should prevent anyone from setting Zone:MQWarpDetectionDistanceFactor to 0 and causing a crash.
* Formatting
* encapsulation to its own class and clean up
* more detections
* typo
* OP_UnderWorld implmentation
* Update client_packet.h
* Syntax changes, formatting, cleanup
* preventing crashes due to invalid packet size
* typos and clearer logic
* seperated the catagory for cheats
* Updated MQGhost for more detail
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Commands] Make #maxskills work on target.
* Update command.cpp
* don't code when you first wake up... doesn't end well...
* another typo brought to you by lack of coffee
* [Bug Fix] NPC not breaking charm correctly
#947 and #905
fixes the issue with charm breaking and spells being cast after to cause a faction war. this removes dots to stop faction wars also.
dot removal part needs better testing to ensure it works as intended
* Remove this-> since it is implied
* Update spell_effects.cpp
* clear all this->
* pMob to mob
* Added rule Spells:PreventFactionWarOnCharmBreak
Co-authored-by: Chris Miles <akkadius1@gmail.com>
* fix for charges not being sold correctly
https://github.com/EQEmu/Server/issues/1350 this fixes this issue
* Update client_packet.cpp
* Update zone.cpp
this completes the fix for all charge items being sold to merchants
* code opmizations
could probably be fixed up better but this is a little cleaner
* Update snake_casing
Co-authored-by: Chris Miles <akkadius1@gmail.com>
* [Bug Fix] EntityList::AESpell fix for Pacify / Mez
this fixes AE pacify / Mez spells only landing on 4 when it shouldn't have a cap
* Update effects.cpp
added constants
* Update effects.cpp
opmization thanks to @mackal
* Update effects.cpp
this fixes the unlimited issue
* added Spells:AOEMaxTargets to rules
incase a server doesn't want there to be a absolute unlimited AOE targeting for spells
* Update ruletypes.h
this function is only used when a raw telnet ooc, auction, or tell is used. it needs to have the language skill set though otherwise it just comes out as garbled