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[8461] Correcting buildUpdateValues for GAMEOBJECT_DYNAMIC flag.
Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
parent
62501d2e02
commit
26a104a05a
3 changed files with 18 additions and 9 deletions
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@ -592,10 +592,9 @@ void Object::_BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask
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if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
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{
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if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
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{
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IsActivateToQuest = true;
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updateMask->SetBit(GAMEOBJECT_DYNAMIC);
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}
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updateMask->SetBit(GAMEOBJECT_DYNAMIC);
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}
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else if (isType(TYPEMASK_UNIT))
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{
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@ -711,18 +710,27 @@ void Object::_BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask
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switch(((GameObject*)this)->GetGoType())
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{
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case GAMEOBJECT_TYPE_CHEST:
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*data << uint32(9); // enable quest object. Represent 9, but 1 for client before 2.3.0
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// enable quest object. Represent 9, but 1 for client before 2.3.0
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*data << uint16(9);
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*data << uint16(-1);
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break;
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case GAMEOBJECT_TYPE_GOOBER:
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*data << uint32(1);
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*data << uint16(1);
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*data << uint16(-1);
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break;
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default:
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*data << uint32(0); // unknown, not happen.
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// unknown, not happen.
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*data << uint16(0);
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*data << uint16(-1);
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break;
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}
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}
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else
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*data << uint32(0); // disable quest object
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{
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// disable quest object
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*data << uint16(0);
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*data << uint16(-1);
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}
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}
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else
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*data << m_uint32Values[ index ]; // other cases
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