Core/Objects: properly use UPDATETYPE_CREATE_OBJECT2 when creating brand new objects in all cases. Closes #22419 (#22816)

(cherry picked from commit fb1d568fbaedb2198ee6a39aac669533d8924c82)
This commit is contained in:
Ovah
2021-11-15 23:42:22 +01:00
committed by Shauren
parent 058f0edd86
commit 234a680d3a
+1 -50
View File
@@ -140,7 +140,7 @@ void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) c
if (!target)
return;
uint8 updateType = UPDATETYPE_CREATE_OBJECT;
uint8 updateType = m_isNewObject ? UPDATETYPE_CREATE_OBJECT2 : UPDATETYPE_CREATE_OBJECT;
uint8 objectType = m_objectTypeId;
CreateObjectBits flags = m_updateFlag;
@@ -151,36 +151,6 @@ void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) c
objectType = TYPEID_ACTIVE_PLAYER;
}
switch (GetGUID().GetHigh())
{
case HighGuid::Player:
case HighGuid::Pet:
case HighGuid::Corpse:
case HighGuid::DynamicObject:
case HighGuid::AreaTrigger:
case HighGuid::SceneObject:
case HighGuid::Conversation:
updateType = UPDATETYPE_CREATE_OBJECT2;
break;
case HighGuid::Creature:
case HighGuid::Vehicle:
{
if (TempSummon const* summon = ToUnit()->ToTempSummon())
if (summon->GetSummonerGUID().IsPlayer())
updateType = UPDATETYPE_CREATE_OBJECT2;
break;
}
case HighGuid::GameObject:
{
if (ToGameObject()->GetOwnerGUID().IsPlayer())
updateType = UPDATETYPE_CREATE_OBJECT2;
break;
}
default:
break;
}
if (WorldObject const* worldObject = dynamic_cast<WorldObject const*>(this))
{
if (!flags.MovementUpdate && !worldObject->m_movementInfo.transport.guid.IsEmpty())
@@ -190,25 +160,6 @@ void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) c
flags.AnimKit = true;
}
if (flags.Stationary)
{
// UPDATETYPE_CREATE_OBJECT2 for some gameobject types...
if (isType(TYPEMASK_GAMEOBJECT))
{
switch (ToGameObject()->GetGoType())
{
case GAMEOBJECT_TYPE_TRAP:
case GAMEOBJECT_TYPE_DUEL_ARBITER:
case GAMEOBJECT_TYPE_FLAGSTAND:
case GAMEOBJECT_TYPE_FLAGDROP:
updateType = UPDATETYPE_CREATE_OBJECT2;
break;
default:
break;
}
}
}
if (Unit const* unit = ToUnit())
if (unit->GetVictim())
flags.CombatVictim = true;