* Update logic checks everywhere for FVNoDropFlag.
FVNoDropFlag == 0 is disabled
FVNoDropFlag == 1 is enabled for everyone
FVNoDropFlag == 2 is enabled for Admin() >= Character:MinStatusForNoDropExemptions
* Adding extra parenthesis to reduce ambiquity of order of operations for FVNoDropFlag checks
* Move FVNoDropFlag checks into a helper function in emu_constants.cpp and make an enum for the possible values.
Added console warning if setting is outside of allowed values.
* Move to client scoped helper method
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Fix startzone rule to default players to correct zone when not found in database
* Formatting
Co-authored-by: Kinglykrab <89047260+Kinglykrab@users.noreply.github.com>
* [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>
Move the newer stuff added that was recently to the same place all of
our previous spell IDs were defined.
Either of these solutions were good, but I went with defines since it
was less changes
I also added a bunch of stuff the client has hardcoded behavior for, but
not currently implemented by us.
The removed stuff from the command_castspell were reused on live, so I
figured it was best to remove them from the restrictions since they are
no longer test spells
* Rename dz member id field
The name of the struct is enough to make this implicit
* Rename dz member enum and struct
Rename ExpeditionMember to DynamicZoneMember
Rename ExpeditionMemberStatus to DynamicZoneMemberStatus
* Rename dz window packet structs
This makes it more clear the window may be used by any dynamic zone
system not just expeditions (live missions fill the window when
player doesn't have an active expedition).
* Rename dz window packet fields
Add common expedition base class
Use repository for zone and world expedition caching
World now stores members and leader as Member objects instead of ids
This improves readability of the caching methods and lets world cache
expedition dzs and members like zone. World also now caches expeditions
as unique_ptr which will be necessary for future dz callback lambdas
that capture 'this' so addresses don't change on cache vector resizes.
Use internal dz messages to process duration and location changes
Add world DynamicZone class (later this will inherit from a base)
Add FindDynamicZoneByID to get dz from zone and world system caches
This should prevent any optimizations being done on the "1 char string"
This also fully documents the packet and expands the uses of
quest::say/QuestSay
** Change to Client::SummonItem() to enforce valid item/augment combinations. (Run the optional sql file first, before posting any
SummonItem() failure issues in the forums.)