[11839] Add support to send custom gameobject anim for a few traps

The way to filter by display id is rather ugly, but no better solution is in sight. This should be good enough until better (likely model-data) support can be implemented.
Also it must be changed if more Traps with this behaviour are found.

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
This commit is contained in:
Schmoozerd 2011-11-05 20:01:17 +01:00
parent e55a14b96d
commit 7246e51a13
2 changed files with 5 additions and 1 deletions

View file

@ -1018,6 +1018,10 @@ void GameObject::Use(Unit* user)
// TODO: all traps can be activated, also those without spell.
// Some may have have animation and/or are expected to despawn.
// TODO: Improve this when more information is available, currently these traps are known that must send the anim (Onyxia/ Heigan Fissures)
if (GetDisplayId() == 4392 || GetDisplayId() == 4472 || GetDisplayId() == 6785)
SendGameObjectCustomAnim(GetObjectGuid());
return;
}
case GAMEOBJECT_TYPE_CHAIR: //7 Sitting: Wooden bench, chairs

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "11838"
#define REVISION_NR "11839"
#endif // __REVISION_NR_H__