Core/Packets: updated update_object structure

Welcome ingame!
This commit is contained in:
Rat
2011-11-27 16:06:29 +01:00
parent 8eac7e3fdc
commit 7fdefceb43
15 changed files with 109 additions and 132 deletions
@@ -35,7 +35,7 @@ GameObject::GameObject() : WorldObject(), m_goValue(new GameObjectValue), m_AI(N
m_objectType |= TYPEMASK_GAMEOBJECT;
m_objectTypeId = TYPEID_GAMEOBJECT;
m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_POSITION | UPDATEFLAG_ROTATION);
m_updateFlag = (UPDATEFLAG_HAS_POSITION | UPDATEFLAG_POSITION | UPDATEFLAG_ROTATION);
m_valuesCount = GAMEOBJECT_END;
m_respawnTime = 0;
@@ -296,7 +296,7 @@ void GameObject::Update(uint32 diff)
SetGoState(GO_STATE_ACTIVE);
SetUInt32Value(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
UpdateData udata;
UpdateData udata(caster->GetMapId());
WorldPacket packet;
BuildValuesUpdateBlockForPlayer(&udata, caster->ToPlayer());
udata.BuildPacket(&packet);