From 2a758e1cd694937c886b6fb382c95bdc38b8f03b Mon Sep 17 00:00:00 2001 From: NoFantasy Date: Fri, 8 Oct 2010 00:44:48 +0200 Subject: [PATCH] [10585] Make GO type 10 become nice and shiny: sparkling animation and jingle bells When GO is active for quest, same as GO type 3. Also add comments for future development of gameobject dynamic flags Signed-off-by: NoFantasy --- src/game/Object.cpp | 16 +++++++++++++--- src/shared/revision_nr.h | 2 +- 2 files changed, 14 insertions(+), 4 deletions(-) diff --git a/src/game/Object.cpp b/src/game/Object.cpp index f30cd438a..022b6719d 100644 --- a/src/game/Object.cpp +++ b/src/game/Object.cpp @@ -682,9 +682,19 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask * if( updateMask->GetBit( index ) ) { // send in current format (float as float, uint32 as uint32) - if ( index == GAMEOBJECT_DYNAMIC ) + if (index == GAMEOBJECT_DYNAMIC) { - if(IsActivateToQuest ) + // GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY can have lo flag = 2 + // most likely related to "can enter map" and then should be 0 if can not enter + // GAMEOBJECT_TYPE_QUESTGIVER can have lo flag = 1 + // most likely related to can take/finish quest at + + // GO_DYNFLAG_ACTIVATE = 0x01 + // GO_DYNFLAG_ANIMATE = 0x02 + // GO_DYNFLAG_NO_INTERACT = 0x04 + // GO_DYNFLAG_SPARKLE = 0x08 + + if (IsActivateToQuest) { switch(((GameObject*)this)->GetGoType()) { @@ -694,7 +704,7 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask * *data << uint16(-1); break; case GAMEOBJECT_TYPE_GOOBER: - *data << uint16(1); + *data << uint16(9); *data << uint16(-1); break; default: diff --git a/src/shared/revision_nr.h b/src/shared/revision_nr.h index 464704ece..2b378b8bd 100644 --- a/src/shared/revision_nr.h +++ b/src/shared/revision_nr.h @@ -1,4 +1,4 @@ #ifndef __REVISION_NR_H__ #define __REVISION_NR_H__ - #define REVISION_NR "10584" + #define REVISION_NR "10585" #endif // __REVISION_NR_H__