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[11592] More proper way exclude GO_FLAG_LOCKED | GO_FLAG_NO_INTERACT from reset in instances.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
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parent
02cbb905fa
commit
a0852287ac
2 changed files with 7 additions and 3 deletions
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@ -398,9 +398,13 @@ void GameObject::Update(uint32 update_diff, uint32 /*p_time*/)
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if (GetGOInfo()->IsDespawnAtAction() || GetGoAnimProgress() > 0)
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{
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SendObjectDeSpawnAnim(GetObjectGuid());
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// reset flags: In Instances do not restore GO_FLAG_LOCKED or GO_FLAG_NO_INTERACT
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// reset flags
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if (GetMap()->Instanceable())
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SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags & ~(GO_FLAG_LOCKED | GO_FLAG_NO_INTERACT));
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{
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// In Instances GO_FLAG_LOCKED or GO_FLAG_NO_INTERACT are not changed
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uint32 currentLockOrInteractFlags = GetUInt32Value(GAMEOBJECT_FLAGS) & (GO_FLAG_LOCKED | GO_FLAG_NO_INTERACT);
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SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags & ~(GO_FLAG_LOCKED | GO_FLAG_NO_INTERACT) | currentLockOrInteractFlags);
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}
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else
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SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
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}
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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 "11591"
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#define REVISION_NR "11592"
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#endif // __REVISION_NR_H__
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