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[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>
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3d5298fbd7
commit
2a758e1cd6
2 changed files with 14 additions and 4 deletions
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@ -684,6 +684,16 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *
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// send in current format (float as float, uint32 as uint32)
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// send in current format (float as float, uint32 as uint32)
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if (index == GAMEOBJECT_DYNAMIC)
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if (index == GAMEOBJECT_DYNAMIC)
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{
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{
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// GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY can have lo flag = 2
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// most likely related to "can enter map" and then should be 0 if can not enter
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// GAMEOBJECT_TYPE_QUESTGIVER can have lo flag = 1
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// most likely related to can take/finish quest at
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// GO_DYNFLAG_ACTIVATE = 0x01
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// GO_DYNFLAG_ANIMATE = 0x02
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// GO_DYNFLAG_NO_INTERACT = 0x04
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// GO_DYNFLAG_SPARKLE = 0x08
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if (IsActivateToQuest)
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if (IsActivateToQuest)
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{
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{
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switch(((GameObject*)this)->GetGoType())
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switch(((GameObject*)this)->GetGoType())
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@ -694,7 +704,7 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *
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*data << uint16(-1);
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*data << uint16(-1);
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break;
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break;
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case GAMEOBJECT_TYPE_GOOBER:
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case GAMEOBJECT_TYPE_GOOBER:
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*data << uint16(1);
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*data << uint16(9);
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*data << uint16(-1);
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*data << uint16(-1);
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break;
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break;
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default:
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default:
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "10584"
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#define REVISION_NR "10585"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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