[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
This commit is contained in:
+22
-25
@@ -610,37 +610,34 @@ bool GameObject::LoadFromDB(uint32 guid, Map *map)
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if (!Create(guid,entry, map, phaseMask, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, go_state, ArtKit) )
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if (!Create(guid,entry, map, phaseMask, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, go_state, ArtKit) )
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return false;
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return false;
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switch(GetGOInfo()->type)
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if(!GetDespawnPossibility())
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{
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{
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case GAMEOBJECT_TYPE_DOOR:
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SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
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case GAMEOBJECT_TYPE_BUTTON:
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m_spawnedByDefault = true;
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/* this code (in comment) isn't correct because in battlegrounds we need despawnable doors and buttons, pls remove
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m_respawnDelayTime = 0;
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SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
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m_respawnTime = 0;
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}
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else
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{
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if(data->spawntimesecs >= 0)
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{
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m_spawnedByDefault = true;
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m_spawnedByDefault = true;
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m_respawnDelayTime = 0;
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m_respawnDelayTime = data->spawntimesecs;
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m_respawnTime = 0;
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m_respawnTime = objmgr.GetGORespawnTime(m_DBTableGuid, map->GetInstanceId());
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break;*/
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default:
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if(data->spawntimesecs >= 0)
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{
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m_spawnedByDefault = true;
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m_respawnDelayTime = data->spawntimesecs;
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m_respawnTime = objmgr.GetGORespawnTime(m_DBTableGuid, map->GetInstanceId());
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// ready to respawn
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// ready to respawn
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if(m_respawnTime && m_respawnTime <= time(NULL))
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if(m_respawnTime && m_respawnTime <= time(NULL))
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{
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m_respawnTime = 0;
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objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0);
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}
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}
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else
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{
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{
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m_spawnedByDefault = false;
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m_respawnDelayTime = -data->spawntimesecs;
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m_respawnTime = 0;
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m_respawnTime = 0;
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objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0);
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}
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}
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break;
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}
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else
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{
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m_spawnedByDefault = false;
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m_respawnDelayTime = -data->spawntimesecs;
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m_respawnTime = 0;
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}
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}
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}
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return true;
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return true;
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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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}
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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 GetRespawnTime() const { return m_respawnTime; }
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time_t GetRespawnTimeEx() const
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time_t GetRespawnTimeEx() const
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{
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{
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