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[9317] Call linkedtrap summon in more cases.
* GAMEOBJECT_TYPE_BUTTON can have linked traps * Spell::EffectSummonObject also can summon objects with linked traps Thanks to patman128 for research second case. Signed-off-by: VladimirMangos <vladimir@getmangos.com>
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5 changed files with 52 additions and 43 deletions
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@ -65,7 +65,7 @@ struct GameObjectInfo
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uint32 startOpen; //0
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uint32 lockId; //1 -> Lock.dbc
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uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / IN_MILISECONDS (previous was 0x10000)
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uint32 linkedTrap; //3
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uint32 linkedTrapId; //3
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uint32 noDamageImmune; //4 isBattlegroundObject
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uint32 large; //5
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uint32 openTextID; //6 can be used to replace castBarCaption?
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@ -457,6 +457,7 @@ struct GameObjectInfo
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{
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switch(type)
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{
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case GAMEOBJECT_TYPE_BUTTON: return button.linkedTrapId;
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case GAMEOBJECT_TYPE_CHEST: return chest.linkedTrapId;
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case GAMEOBJECT_TYPE_SPELL_FOCUS: return spellFocus.linkedTrapId;
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case GAMEOBJECT_TYPE_GOOBER: return goober.linkedTrapId;
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@ -677,6 +678,7 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
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void ResetDoorOrButton();
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void SummonLinkedTrapIfAny();
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void TriggeringLinkedGameObject( uint32 trapEntry, Unit* target);
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bool isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const;
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