mirror of
https://github.com/mangosfour/server.git
synced 2025-12-12 19:37:03 +00:00
[10073] Make object active at applying view on it
also isActiveObject check moved to WorldObject - all worldobjects are inactive by default, excluding players this is a final part of cameras implementation (based on commit efc9623) Signed-off-by: VladimirMangos <vladimir@getmangos.com> Also remove template-way code selection for object for Map::AddToActive/Map::RemoveFromActive. This simplify function use from not Map code.
This commit is contained in:
parent
33d73f2efc
commit
6ca609629c
15 changed files with 69 additions and 75 deletions
|
|
@ -27,7 +27,7 @@
|
|||
#include "GridNotifiersImpl.h"
|
||||
#include "SpellMgr.h"
|
||||
|
||||
DynamicObject::DynamicObject() : WorldObject(), m_isActiveObject(false)
|
||||
DynamicObject::DynamicObject() : WorldObject()
|
||||
{
|
||||
m_objectType |= TYPEMASK_DYNAMICOBJECT;
|
||||
m_objectTypeId = TYPEID_DYNAMICOBJECT;
|
||||
|
|
@ -83,10 +83,6 @@ bool DynamicObject::Create( uint32 guidlow, Unit *caster, uint32 spellId, SpellE
|
|||
m_effIndex = effIndex;
|
||||
m_spellId = spellId;
|
||||
|
||||
// set to active for far sight case
|
||||
if(SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellId))
|
||||
m_isActiveObject = IsSpellHaveEffect(spellEntry,SPELL_EFFECT_ADD_FARSIGHT);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue