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https://github.com/mangosfour/server.git
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[8183] Some gameobject despanw related fixes
* Implement use `consumable` field in gameobject template for gameobject required explcit despawn at use. * Move gameobject template fields cech function from Gameobject to gameobject template class, and update callers. * Cast spells at gameobject use with gameobject guid as original caster guid, as already used in some other cases.
This commit is contained in:
parent
58209ee79a
commit
9a0abf0e01
8 changed files with 116 additions and 92 deletions
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@ -87,7 +87,7 @@ void GameObject::CleanupsBeforeDelete()
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ownerType = "pet";
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sLog.outError("Delete GameObject (GUID: %u Entry: %u SpellId %u LinkedGO %u) that lost references to owner (GUID %u Type '%s') GO list. Crash possible later.",
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GetGUIDLow(), GetGOInfo()->id, m_spellId, GetLinkedGameObjectEntry(), GUID_LOPART(owner_guid), ownerType);
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GetGUIDLow(), GetGOInfo()->id, m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), GUID_LOPART(owner_guid), ownerType);
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}
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}
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}
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@ -383,7 +383,7 @@ void GameObject::Update(uint32 /*p_time*/)
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{
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case GAMEOBJECT_TYPE_DOOR:
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case GAMEOBJECT_TYPE_BUTTON:
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if (GetAutoCloseTime() && (m_cooldownTime < time(NULL)))
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if (GetGOInfo()->GetAutoCloseTime() && (m_cooldownTime < time(NULL)))
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ResetDoorOrButton();
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break;
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}
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@ -423,7 +423,7 @@ void GameObject::Update(uint32 /*p_time*/)
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}
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//burning flags in some battlegrounds, if you find better condition, just add it
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if (GetGoAnimProgress() > 0)
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if (GetGOInfo()->IsDespawnAtAction() || GetGoAnimProgress() > 0)
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{
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SendObjectDeSpawnAnim(GetGUID());
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//reset flags
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@ -601,7 +601,7 @@ bool GameObject::LoadFromDB(uint32 guid, Map *map)
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if (!Create(guid,entry, map, phaseMask, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, go_state) )
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return false;
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if(!GetDespawnPossibility())
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if(!GetGOInfo()->GetDespawnPossibility() && !GetGOInfo()->IsDespawnAtAction())
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{
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SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
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m_spawnedByDefault = true;
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@ -647,22 +647,6 @@ GameObjectInfo const *GameObject::GetGOInfo() const
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return m_goInfo;
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}
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uint32 GameObject::GetLootId(GameObjectInfo const* ginfo)
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{
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if (!ginfo)
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return 0;
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switch(ginfo->type)
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{
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case GAMEOBJECT_TYPE_CHEST:
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return ginfo->chest.lootId;
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case GAMEOBJECT_TYPE_FISHINGHOLE:
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return ginfo->fishinghole.lootId;
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default:
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return 0;
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}
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}
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/*********************************************************/
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/*** QUEST SYSTEM ***/
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/*********************************************************/
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@ -757,7 +741,7 @@ bool GameObject::ActivateToQuest( Player *pTarget)const
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// scan GO chest with loot including quest items
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case GAMEOBJECT_TYPE_CHEST:
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{
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if(LootTemplates_Gameobject.HaveQuestLootForPlayer(GetLootId(), pTarget))
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if(LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), pTarget))
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return true;
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break;
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}
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@ -842,7 +826,7 @@ void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = f
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return;
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if(!time_to_restore)
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time_to_restore = GetAutoCloseTime();
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time_to_restore = GetGOInfo()->GetAutoCloseTime();
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SwitchDoorOrButton(true,alternative);
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SetLootState(GO_ACTIVATED);
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@ -1294,7 +1278,7 @@ void GameObject::Use(Unit* user)
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return;
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}
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Spell *spell = new Spell(spellCaster, spellInfo, triggered);
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Spell *spell = new Spell(spellCaster, spellInfo, triggered,GetGUID());
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// spell target is user of GO
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SpellCastTargets targets;
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@ -397,6 +397,87 @@ struct GameObjectInfo
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} raw;
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};
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uint32 ScriptId;
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// helpers
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bool IsDespawnAtAction() const
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{
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switch(type)
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{
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case GAMEOBJECT_TYPE_CHEST: return chest.consumable;
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case GAMEOBJECT_TYPE_GOOBER: return goober.consumable;
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default: return false;
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}
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}
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uint32 GetLockId() const
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{
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switch(type)
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{
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case GAMEOBJECT_TYPE_DOOR: return door.lockId;
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case GAMEOBJECT_TYPE_BUTTON: return button.lockId;
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case GAMEOBJECT_TYPE_QUESTGIVER: return questgiver.lockId;
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case GAMEOBJECT_TYPE_CHEST: return chest.lockId;
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case GAMEOBJECT_TYPE_TRAP: return trap.lockId;
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case GAMEOBJECT_TYPE_GOOBER: return goober.lockId;
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case GAMEOBJECT_TYPE_AREADAMAGE: return areadamage.lockId;
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case GAMEOBJECT_TYPE_CAMERA: return camera.lockId;
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case GAMEOBJECT_TYPE_FLAGSTAND: return flagstand.lockId;
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case GAMEOBJECT_TYPE_FISHINGHOLE:return fishinghole.lockId;
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case GAMEOBJECT_TYPE_FLAGDROP: return flagdrop.lockId;
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default: return 0;
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}
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}
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bool GetDespawnPossibility() const // despawn at targeting of cast?
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{
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switch(type)
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{
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case GAMEOBJECT_TYPE_DOOR: return door.noDamageImmune;
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case GAMEOBJECT_TYPE_BUTTON: return button.noDamageImmune;
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case GAMEOBJECT_TYPE_QUESTGIVER: return questgiver.noDamageImmune;
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case GAMEOBJECT_TYPE_GOOBER: return goober.noDamageImmune;
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case GAMEOBJECT_TYPE_FLAGSTAND: return flagstand.noDamageImmune;
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case GAMEOBJECT_TYPE_FLAGDROP: return flagdrop.noDamageImmune;
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default: return true;
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}
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}
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uint32 GetLinkedGameObjectEntry() const
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{
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switch(type)
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{
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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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default: return 0;
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}
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}
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uint32 GetAutoCloseTime() const
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{
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uint32 autoCloseTime = 0;
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switch(type)
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{
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case GAMEOBJECT_TYPE_DOOR: autoCloseTime = door.autoCloseTime; break;
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case GAMEOBJECT_TYPE_BUTTON: autoCloseTime = button.autoCloseTime; break;
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case GAMEOBJECT_TYPE_TRAP: autoCloseTime = trap.autoCloseTime; break;
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case GAMEOBJECT_TYPE_GOOBER: autoCloseTime = goober.autoCloseTime; break;
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case GAMEOBJECT_TYPE_TRANSPORT: autoCloseTime = transport.autoCloseTime; break;
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case GAMEOBJECT_TYPE_AREADAMAGE: autoCloseTime = areadamage.autoCloseTime; break;
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default: break;
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}
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return autoCloseTime / 0x10000;
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}
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uint32 GetLootId() const
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{
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switch(type)
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{
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case GAMEOBJECT_TYPE_CHEST: return chest.lootId;
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case GAMEOBJECT_TYPE_FISHINGHOLE: return fishinghole.lootId;
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default: return 0;
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}
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}
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};
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// GCC have alternative #pragma pack() syntax and old gcc version not support pack(pop), also any gcc version not support it at some platform
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@ -500,40 +581,6 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
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void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask);
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bool LoadFromDB(uint32 guid, Map *map);
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void DeleteFromDB();
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static uint32 GetLootId(GameObjectInfo const* info);
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uint32 GetLootId() const { return GetLootId(GetGOInfo()); }
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uint32 GetLockId() const
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{
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switch(GetGoType())
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{
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case GAMEOBJECT_TYPE_DOOR: return GetGOInfo()->door.lockId;
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case GAMEOBJECT_TYPE_BUTTON: return GetGOInfo()->button.lockId;
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case GAMEOBJECT_TYPE_QUESTGIVER: return GetGOInfo()->questgiver.lockId;
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case GAMEOBJECT_TYPE_CHEST: return GetGOInfo()->chest.lockId;
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case GAMEOBJECT_TYPE_TRAP: return GetGOInfo()->trap.lockId;
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case GAMEOBJECT_TYPE_GOOBER: return GetGOInfo()->goober.lockId;
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case GAMEOBJECT_TYPE_AREADAMAGE: return GetGOInfo()->areadamage.lockId;
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case GAMEOBJECT_TYPE_CAMERA: return GetGOInfo()->camera.lockId;
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case GAMEOBJECT_TYPE_FLAGSTAND: return GetGOInfo()->flagstand.lockId;
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case GAMEOBJECT_TYPE_FISHINGHOLE:return GetGOInfo()->fishinghole.lockId;
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case GAMEOBJECT_TYPE_FLAGDROP: return GetGOInfo()->flagdrop.lockId;
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default: return 0;
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}
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}
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bool GetDespawnPossibility() const
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{
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switch(GetGoType())
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{
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case GAMEOBJECT_TYPE_DOOR: return GetGOInfo()->door.noDamageImmune;
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case GAMEOBJECT_TYPE_BUTTON: return GetGOInfo()->button.noDamageImmune;
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case GAMEOBJECT_TYPE_QUESTGIVER: return GetGOInfo()->questgiver.noDamageImmune;
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case GAMEOBJECT_TYPE_GOOBER: return GetGOInfo()->goober.noDamageImmune;
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case GAMEOBJECT_TYPE_FLAGSTAND: return GetGOInfo()->flagstand.noDamageImmune;
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case GAMEOBJECT_TYPE_FLAGDROP: return GetGOInfo()->flagdrop.noDamageImmune;
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default: return true;
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}
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}
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time_t GetRespawnTime() const { return m_respawnTime; }
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time_t GetRespawnTimeEx() const
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@ -603,34 +650,7 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
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void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false);
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// 0 = use `gameobject`.`spawntimesecs`
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void ResetDoorOrButton();
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// 0 = use `gameobject`.`spawntimesecs`
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uint32 GetLinkedGameObjectEntry() const
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{
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switch(GetGoType())
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{
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case GAMEOBJECT_TYPE_CHEST: return GetGOInfo()->chest.linkedTrapId;
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case GAMEOBJECT_TYPE_SPELL_FOCUS: return GetGOInfo()->spellFocus.linkedTrapId;
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case GAMEOBJECT_TYPE_GOOBER: return GetGOInfo()->goober.linkedTrapId;
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default: return 0;
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}
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}
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uint32 GetAutoCloseTime() const
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{
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uint32 autoCloseTime = 0;
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switch(GetGoType())
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{
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case GAMEOBJECT_TYPE_DOOR: autoCloseTime = GetGOInfo()->door.autoCloseTime; break;
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case GAMEOBJECT_TYPE_BUTTON: autoCloseTime = GetGOInfo()->button.autoCloseTime; break;
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case GAMEOBJECT_TYPE_TRAP: autoCloseTime = GetGOInfo()->trap.autoCloseTime; break;
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case GAMEOBJECT_TYPE_GOOBER: autoCloseTime = GetGOInfo()->goober.autoCloseTime; break;
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case GAMEOBJECT_TYPE_TRANSPORT: autoCloseTime = GetGOInfo()->transport.autoCloseTime; break;
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case GAMEOBJECT_TYPE_AREADAMAGE: autoCloseTime = GetGOInfo()->areadamage.autoCloseTime; break;
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default: break;
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}
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return autoCloseTime / 0x10000;
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}
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void TriggeringLinkedGameObject( uint32 trapEntry, Unit* target);
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@ -1149,7 +1149,7 @@ void LoadLootTemplates_Gameobject()
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{
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if(GameObjectInfo const* gInfo = sGOStorage.LookupEntry<GameObjectInfo>(i))
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{
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if(uint32 lootid = GameObject::GetLootId(gInfo))
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if(uint32 lootid = gInfo->GetLootId())
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{
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if(!ids_set.count(lootid))
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LootTemplates_Gameobject.ReportNotExistedId(lootid);
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@ -1230,6 +1230,12 @@ void ObjectMgr::LoadGameobjects()
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data.rotation2 = fields[ 9].GetFloat();
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data.rotation3 = fields[10].GetFloat();
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data.spawntimesecs = fields[11].GetInt32();
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if (data.spawntimesecs==0 && gInfo->IsDespawnAtAction())
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{
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sLog.outErrorDb("Table `gameobject` have gameobject (GUID: %u Entry: %u) with `spawntimesecs` (0) value, but gameobejct marked as despawnable at action.",guid,data.id);
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}
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data.animprogress = fields[12].GetUInt32();
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uint32 go_state = fields[13].GetUInt32();
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@ -5717,6 +5723,16 @@ inline void CheckGONoDamageImmuneId(GameObjectInfo const* goInfo,uint32 dataN,ui
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goInfo->id,goInfo->type,N,dataN);
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}
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inline void CheckGOConsumable(GameObjectInfo const* goInfo,uint32 dataN,uint32 N)
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{
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// 0/1 correct values
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if (dataN <= 1)
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return;
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sLog.outErrorDb("Gameobject (Entry: %u GoType: %u) have data%d=%u but expected boolean (0/1) consumable field value.",
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goInfo->id,goInfo->type,N,dataN);
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}
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void ObjectMgr::LoadGameobjectInfo()
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{
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SQLGameObjectLoader loader;
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@ -5759,6 +5775,8 @@ void ObjectMgr::LoadGameobjectInfo()
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if (goInfo->chest.lockId)
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CheckGOLockId(goInfo,goInfo->chest.lockId,0);
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CheckGOConsumable(goInfo,goInfo->chest.consumable,3);
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if (goInfo->chest.linkedTrapId) // linked trap
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CheckGOLinkedTrapId(goInfo,goInfo->chest.linkedTrapId,7);
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break;
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@ -5794,6 +5812,8 @@ void ObjectMgr::LoadGameobjectInfo()
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if (goInfo->goober.lockId)
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CheckGOLockId(goInfo,goInfo->goober.lockId,0);
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CheckGOConsumable(goInfo,goInfo->goober.consumable,3);
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if (goInfo->goober.pageId) // pageId
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{
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if (!sPageTextStore.LookupEntry<PageText>(goInfo->goober.pageId))
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@ -6757,7 +6777,7 @@ void ObjectMgr::LoadGameObjectForQuests()
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// scan GO chest with loot including quest items
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case GAMEOBJECT_TYPE_CHEST:
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{
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uint32 loot_id = GameObject::GetLootId(goInfo);
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uint32 loot_id = goInfo->GetLootId();
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// find quest loot for GO
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if(LootTemplates_Gameobject.HaveQuestLootFor(loot_id))
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@ -7339,7 +7339,7 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
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if (go->getLootState() == GO_READY)
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{
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uint32 lootid = go->GetLootId();
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uint32 lootid = go->GetGOInfo()->GetLootId();
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if (lootid)
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{
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@ -4211,7 +4211,7 @@ SpellCastResult Spell::CheckCast(bool strict)
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uint32 lockId = 0;
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if (GameObject* go = m_targets.getGOTarget())
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{
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lockId = go->GetLockId();
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lockId = go->GetGOInfo()->GetLockId();
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if (!lockId)
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return SPELL_FAILED_BAD_TARGETS;
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}
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@ -2983,7 +2983,7 @@ void Spell::EffectOpenLock(uint32 effIndex)
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return;
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}
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}
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lockId = gameObjTarget->GetLockId();
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lockId = goInfo->GetLockId();
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guid = gameObjTarget->GetGUID();
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}
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else if(itemTarget)
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@ -4627,7 +4627,7 @@ void Spell::EffectSummonObjectWild(uint32 i)
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}
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}
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if(uint32 linkedEntry = pGameObj->GetLinkedGameObjectEntry())
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if(uint32 linkedEntry = pGameObj->GetGOInfo()->GetLinkedGameObjectEntry())
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{
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GameObject* linkedGO = new GameObject;
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if(linkedGO->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, map,
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@ -6341,7 +6341,7 @@ void Spell::EffectTransmitted(uint32 effIndex)
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data << uint64(pGameObj->GetGUID());
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m_caster->SendMessageToSet(&data,true);
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if(uint32 linkedEntry = pGameObj->GetLinkedGameObjectEntry())
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if(uint32 linkedEntry = pGameObj->GetGOInfo()->GetLinkedGameObjectEntry())
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{
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GameObject* linkedGO = new GameObject;
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if(linkedGO->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, cMap,
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "8182"
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#define REVISION_NR "8183"
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#endif // __REVISION_NR_H__
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