[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:
VladimirMangos 2009-07-15 06:27:03 +04:00
parent 58209ee79a
commit 9a0abf0e01
8 changed files with 116 additions and 92 deletions

View file

@ -2983,7 +2983,7 @@ void Spell::EffectOpenLock(uint32 effIndex)
return;
}
}
lockId = gameObjTarget->GetLockId();
lockId = goInfo->GetLockId();
guid = gameObjTarget->GetGUID();
}
else if(itemTarget)
@ -4627,7 +4627,7 @@ void Spell::EffectSummonObjectWild(uint32 i)
}
}
if(uint32 linkedEntry = pGameObj->GetLinkedGameObjectEntry())
if(uint32 linkedEntry = pGameObj->GetGOInfo()->GetLinkedGameObjectEntry())
{
GameObject* linkedGO = new GameObject;
if(linkedGO->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, map,
@ -6341,7 +6341,7 @@ void Spell::EffectTransmitted(uint32 effIndex)
data << uint64(pGameObj->GetGUID());
m_caster->SendMessageToSet(&data,true);
if(uint32 linkedEntry = pGameObj->GetLinkedGameObjectEntry())
if(uint32 linkedEntry = pGameObj->GetGOInfo()->GetLinkedGameObjectEntry())
{
GameObject* linkedGO = new GameObject;
if(linkedGO->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, cMap,