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[10592] Make GO type 2 activate/deactivate
As with similar GO's that are not interactable (gameobject_template.flags|4) as default, GO's of type 2 becomes active when player can take a quest (or deliver quest). Signed-off-by: NoFantasy <nofantasy@nf.no>
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8bb27ebd8e
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4 changed files with 48 additions and 3 deletions
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@ -686,8 +686,6 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *
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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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@ -698,6 +696,10 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *
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{
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switch(((GameObject*)this)->GetGoType())
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{
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case GAMEOBJECT_TYPE_QUESTGIVER:
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*data << uint16(1);
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*data << uint16(-1);
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break;
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case GAMEOBJECT_TYPE_CHEST:
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// enable quest object. Represent 9, but 1 for client before 2.3.0
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*data << uint16(9);
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