Fixed spell.dbc structure

This commit is contained in:
tomrus88 2008-11-02 19:31:16 +03:00
parent 79cb959991
commit 8d54103456
13 changed files with 73 additions and 73 deletions

View file

@ -775,7 +775,7 @@ enum SpellImmunity
IMMUNITY_MECHANIC = 5 // enum Mechanics
};
#define MAX_SPELL_IMMUNITY 6
#define MAX_SPELL_IMMUNITY 6
enum Targets
{
@ -913,13 +913,13 @@ enum GameobjectTypes
enum GameObjectFlags
{
GO_FLAG_IN_USE = 0x01, //disables interaction while animated
GO_FLAG_LOCKED = 0x02, //require key, spell, event, etc to be opened. Makes "Locked" appear in tooltip
GO_FLAG_INTERACT_COND = 0x04, //cannot interact (condition to interact)
GO_FLAG_TRANSPORT = 0x08, //any kind of transport? Object can transport (elevator, boat, car)
GO_FLAG_UNK1 = 0x10, //
GO_FLAG_NODESPAWN = 0x20, //never despawn, typically for doors, they just change state
GO_FLAG_TRIGGERED = 0x40, //typically, summoned objects. Triggered by spell or other events
GO_FLAG_IN_USE = 0x00000001, //disables interaction while animated
GO_FLAG_LOCKED = 0x00000002, //require key, spell, event, etc to be opened. Makes "Locked" appear in tooltip
GO_FLAG_INTERACT_COND = 0x00000004, //cannot interact (condition to interact)
GO_FLAG_TRANSPORT = 0x00000008, //any kind of transport? Object can transport (elevator, boat, car)
GO_FLAG_UNK1 = 0x00000010, //
GO_FLAG_NODESPAWN = 0x00000020, //never despawn, typically for doors, they just change state
GO_FLAG_TRIGGERED = 0x00000040 //typically, summoned objects. Triggered by spell or other events
};
enum TextEmotes