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[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>
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2 changed files with 5 additions and 1 deletions
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@ -1018,6 +1018,10 @@ void GameObject::Use(Unit* user)
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// TODO: all traps can be activated, also those without spell.
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// TODO: all traps can be activated, also those without spell.
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// Some may have have animation and/or are expected to despawn.
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// Some may have have animation and/or are expected to despawn.
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// TODO: Improve this when more information is available, currently these traps are known that must send the anim (Onyxia/ Heigan Fissures)
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if (GetDisplayId() == 4392 || GetDisplayId() == 4472 || GetDisplayId() == 6785)
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SendGameObjectCustomAnim(GetObjectGuid());
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return;
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return;
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}
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}
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case GAMEOBJECT_TYPE_CHAIR: //7 Sitting: Wooden bench, chairs
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case GAMEOBJECT_TYPE_CHAIR: //7 Sitting: Wooden bench, chairs
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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 "11838"
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#define REVISION_NR "11839"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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