*Allow spells to summon vehicles.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-03-18 21:39:09 -06:00
parent 886b2a51e9
commit 281d20be0d
6 changed files with 79 additions and 13 deletions
+4 -2
View File
@@ -104,6 +104,7 @@ class Player;
class UpdateMask;
class InstanceData;
class GameObject;
class Vehicle;
typedef UNORDERED_MAP<Player*, UpdateData> UpdateDataMapType;
@@ -498,9 +499,10 @@ class TRINITY_DLL_SPEC WorldObject : public Object
Map * GetMap() const;
Map const* GetBaseMap() const;
Creature* SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime);
Creature* SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime);
Vehicle* SummonVehicle(uint32 entry, float x, float y, float z, float ang);
GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime);
Creature* SummonTrigger(float x, float y, float z, float ang, uint32 dur, CreatureAI* (*GetAI)(Creature*) = NULL);
Creature* SummonTrigger(float x, float y, float z, float ang, uint32 dur, CreatureAI* (*GetAI)(Creature*) = NULL);
bool isActiveObject() const { return m_isActive; }
void setActive(bool isActiveObject);
void SetWorldObject(bool apply);