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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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@ -375,7 +375,8 @@ struct GameObjectLocale
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struct GameObjectData
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{
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uint32 id; // entry in gamobject_template
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uint32 mapid;
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uint16 mapid;
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uint16 phaseMask;
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float posX;
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float posY;
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float posZ;
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@ -423,7 +424,7 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
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void AddToWorld();
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void RemoveFromWorld();
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bool Create(uint32 guidlow, uint32 name_id, Map *map, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, uint32 go_state);
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bool Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, uint32 go_state);
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void Update(uint32 p_time);
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static GameObject* GetGameObject(WorldObject& object, uint64 guid);
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GameObjectInfo const* GetGOInfo() const;
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@ -453,7 +454,7 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
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const char* GetNameForLocaleIdx(int32 locale_idx) const;
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void SaveToDB();
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void SaveToDB(uint32 mapid, uint8 spawnMask);
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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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void SetLootState(LootState s) { m_lootState = s; }
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