Core/GameObject: Create enum GameObjectDynamicLowFlags instead of using hard
coded flags. Author: NoFantasy --HG-- branch : trunk
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@@ -683,23 +683,23 @@ void Object::_BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask
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{
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case GAMEOBJECT_TYPE_CHEST:
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if (target->isGameMaster())
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*data << uint16(1);
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*data << uint16(GO_DYNFLAG_LO_ACTIVATE);
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else
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*data << uint16(9);
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*data << uint16(GO_DYNFLAG_LO_ACTIVATE | GO_DYNFLAG_LO_SPARKLE);
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*data << uint16(-1);
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break;
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case GAMEOBJECT_TYPE_GENERIC:
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if (target->isGameMaster())
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*data << uint16(0);
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else
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*data << uint16(8);
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*data << uint16(GO_DYNFLAG_LO_SPARKLE);
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*data << uint16(-1);
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break;
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case GAMEOBJECT_TYPE_GOOBER:
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if (target->isGameMaster())
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*data << uint16(1);
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*data << uint16(GO_DYNFLAG_LO_ACTIVATE);
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else
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*data << uint16(9);
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*data << uint16(GO_DYNFLAG_LO_ACTIVATE | GO_DYNFLAG_LO_SPARKLE);
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*data << uint16(-1);
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break;
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default:
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@@ -1312,6 +1312,14 @@ enum GameObjectFlags
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GO_FLAG_DESTROYED = 0x00000400,
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};
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enum GameObjectDynamicLowFlags
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{
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GO_DYNFLAG_LO_ACTIVATE = 0x01, // enables interaction with GO
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GO_DYNFLAG_LO_ANIMATE = 0x02, // possibly more distinct animation of GO
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GO_DYNFLAG_LO_NO_INTERACT = 0x04, // appears to disable interaction (not fully verified)
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GO_DYNFLAG_LO_SPARKLE = 0x08, // makes GO sparkle
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}
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enum TextEmotes
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{
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TEXTEMOTE_AGREE = 1,
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