[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>
This commit is contained in:
NoFantasy 2010-10-08 20:48:23 +02:00
parent 8bb27ebd8e
commit 795c3e1f2f
4 changed files with 48 additions and 3 deletions

View file

@ -686,8 +686,6 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *
{
// GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY can have lo flag = 2
// most likely related to "can enter map" and then should be 0 if can not enter
// GAMEOBJECT_TYPE_QUESTGIVER can have lo flag = 1
// most likely related to can take/finish quest at
// GO_DYNFLAG_ACTIVATE = 0x01
// GO_DYNFLAG_ANIMATE = 0x02
@ -698,6 +696,10 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *
{
switch(((GameObject*)this)->GetGoType())
{
case GAMEOBJECT_TYPE_QUESTGIVER:
*data << uint16(1);
*data << uint16(-1);
break;
case GAMEOBJECT_TYPE_CHEST:
// enable quest object. Represent 9, but 1 for client before 2.3.0
*data << uint16(9);