[7634] Fixed: select non-despawnable gameobjects base at appropriate for gameobject type dataN fields. Author: VladimirMangos
Many in world gameobject that unexpected daspawned before must now work in more expected way.
In tests i not found any damage to bg gameobject work, and at least this restore expected work for non-bg dorrs//buttons broken
after half-year ago patch (that has been reverted partly in this commit)
--HG--
branch : trunk
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@@ -482,6 +482,20 @@ class TRINITY_DLL_SPEC GameObject : public WorldObject
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}
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}
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bool GetDespawnPossibility() const
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{
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switch(GetGoType())
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{
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case GAMEOBJECT_TYPE_DOOR: return GetGOInfo()->door.noDamageImmune;
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case GAMEOBJECT_TYPE_BUTTON: return GetGOInfo()->button.noDamageImmune;
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case GAMEOBJECT_TYPE_QUESTGIVER: return GetGOInfo()->questgiver.noDamageImmune;
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case GAMEOBJECT_TYPE_GOOBER: return GetGOInfo()->goober.noDamageImmune;
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case GAMEOBJECT_TYPE_FLAGSTAND: return GetGOInfo()->flagstand.noDamageImmune;
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case GAMEOBJECT_TYPE_FLAGDROP: return GetGOInfo()->flagdrop.noDamageImmune;
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default: return true;
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}
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}
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time_t GetRespawnTime() const { return m_respawnTime; }
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time_t GetRespawnTimeEx() const
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{
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