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Updated objects stuff
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579fc917bb
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9c8864f134
12 changed files with 896 additions and 500 deletions
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@ -334,12 +334,12 @@ struct GameObjectInfo
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uint32 mapID; //0
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uint32 difficulty; //1
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} dungeonDifficulty;
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//32 GAMEOBJECT_TYPE_DO_NOT_USE_YET
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//32 GAMEOBJECT_TYPE_BARBER_CHAIR
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struct
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{
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uint32 mapID; //0
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uint32 difficulty; //1
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} doNotUseYet;
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uint32 chairheight; //0
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uint32 heightOffset; //1
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} barberChair;
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//33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
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struct
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{
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@ -348,6 +348,13 @@ struct GameObjectInfo
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uint32 state1Name; //2
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uint32 state2Name; //3
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} destructibleBuilding;
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//34 GAMEOBJECT_TYPE_TRAPDOOR
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struct
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{
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uint32 whenToPause; // 0
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uint32 startOpen; // 1
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uint32 autoClose; // 2
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} trapDoor;
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// not use for specific field access (only for output with loop by all filed), also this determinate max union size
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struct // GAMEOBJECT_TYPE_SPELLCASTER
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@ -497,14 +504,14 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
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void SetSpellId(uint32 id) { m_spellId = id;}
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uint32 GetSpellId() const { return m_spellId;}
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void getFishLoot(Loot *loot);
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GameobjectTypes GetGoType() const { return GameobjectTypes(GetUInt32Value(GAMEOBJECT_TYPE_ID)); }
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void SetGoType(GameobjectTypes type) { SetUInt32Value(GAMEOBJECT_TYPE_ID, type); }
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uint32 GetGoState() const { return GetUInt32Value(GAMEOBJECT_STATE); }
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void SetGoState(uint32 state) { SetUInt32Value(GAMEOBJECT_STATE, state); }
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uint32 GetGoArtKit() const { return GetUInt32Value(GAMEOBJECT_ARTKIT); }
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void SetGoArtKit(uint32 artkit) { SetUInt32Value(GAMEOBJECT_ARTKIT, artkit); }
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uint32 GetGoAnimProgress() const { return GetUInt32Value(GAMEOBJECT_ANIMPROGRESS); }
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void SetGoAnimProgress(uint32 animprogress) { SetUInt32Value(GAMEOBJECT_ANIMPROGRESS, animprogress); }
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GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
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void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
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uint8 GetGoState() const { return GetByteValue(GAMEOBJECT_BYTES_1, 0); }
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void SetGoState(uint8 state) { SetByteValue(GAMEOBJECT_BYTES_1, 0, state); }
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uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
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void SetGoArtKit(uint8 artkit) { SetByteValue(GAMEOBJECT_BYTES_1, 2, artkit); }
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uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
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void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
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void Use(Unit* user);
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