[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 <nofantasy@nf.no>
This commit is contained in:
NoFantasy 2010-10-08 00:44:48 +02:00
parent 3d5298fbd7
commit 2a758e1cd6
2 changed files with 14 additions and 4 deletions

View file

@ -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: