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[7207] Phase system development continue for DB/in_game objects
* Store phase mask for creatures/gameobjects/corpse in DB * Propertly set phase for summoned creatures/gameobjects/pets/corpses/spell related dynobjects * Select proper phase for spawned creature/gameobjects and save it in DB TODO: in game commands.
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29 changed files with 204 additions and 82 deletions
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@ -1158,7 +1158,8 @@ bool BattleGround::AddObject(uint32 type, uint32 entry, float x, float y, float
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// and when loading it (in go::LoadFromDB()), a new guid would be assigned to the object, and a new object would be created
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// so we must create it specific for this instance
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GameObject * go = new GameObject;
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if(!go->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT),entry, map,x,y,z,o,rotation0,rotation1,rotation2,rotation3,100,1))
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if(!go->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT),entry, map,
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PHASEMASK_NORMAL, x,y,z,o,rotation0,rotation1,rotation2,rotation3,100,1))
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{
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sLog.outErrorDb("Gameobject template %u not found in database! BattleGround not created!", entry);
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sLog.outError("Cannot create gameobject template %u! BattleGround not created!", entry);
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@ -1265,7 +1266,7 @@ Creature* BattleGround::AddCreature(uint32 entry, uint32 type, uint32 teamval, f
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return NULL;
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Creature* pCreature = new Creature;
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if (!pCreature->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), map, entry, teamval))
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if (!pCreature->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), map, PHASEMASK_NORMAL, entry, teamval))
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{
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sLog.outError("Can't create creature entry: %u",entry);
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delete pCreature;
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