[SD3] first commit with SD3 inplace - not complete yet

This commit is contained in:
Antz 2016-03-27 20:47:30 +01:00 committed by Antz
parent 35415eb738
commit afc2df2f7d
603 changed files with 222771 additions and 1729 deletions

View file

@ -30,6 +30,7 @@
#include "Object.h"
#include "LootMgr.h"
#include "Database/DatabaseEnv.h"
#include "Utilities/EventProcessor.h"
// GCC have alternative #pragma pack(N) syntax and old gcc version not support pack(push,N), also any gcc version not support it at some platform
#if defined( __GNUC__ )
@ -294,7 +295,7 @@ struct GameObjectInfo
uint32 maxLevel; // 1
uint32 areaID; // 2
} meetingstone;
// 24 GAMEOBJECT_TYPE_FLAGSTAND
// 24 GAMEOBJECT_CreatureTypeFlagsTAND
struct
{
uint32 lockId; // 0
@ -450,7 +451,7 @@ struct GameObjectInfo
case GAMEOBJECT_TYPE_GOOBER: return goober.lockId;
case GAMEOBJECT_TYPE_AREADAMAGE: return areadamage.lockId;
case GAMEOBJECT_TYPE_CAMERA: return camera.lockId;
case GAMEOBJECT_TYPE_FLAGSTAND: return flagstand.lockId;
case GAMEOBJECT_CreatureTypeFlagsTAND: return flagstand.lockId;
case GAMEOBJECT_TYPE_FISHINGHOLE: return fishinghole.lockId;
case GAMEOBJECT_TYPE_FLAGDROP: return flagdrop.lockId;
default: return 0;
@ -465,7 +466,7 @@ struct GameObjectInfo
case GAMEOBJECT_TYPE_BUTTON: return button.noDamageImmune;
case GAMEOBJECT_TYPE_QUESTGIVER: return questgiver.noDamageImmune;
case GAMEOBJECT_TYPE_GOOBER: return goober.noDamageImmune;
case GAMEOBJECT_TYPE_FLAGSTAND: return flagstand.noDamageImmune;
case GAMEOBJECT_CreatureTypeFlagsTAND: return flagstand.noDamageImmune;
case GAMEOBJECT_TYPE_FLAGDROP: return flagdrop.noDamageImmune;
default: return true;
}
@ -691,9 +692,9 @@ class GameObject : public WorldObject
{
time_t now = time(NULL);
if (m_respawnTime > now)
return m_respawnTime;
{ return m_respawnTime; }
else
return now;
{ return now; }
}
void SetRespawnTime(time_t respawn)
@ -799,9 +800,14 @@ class GameObject : public WorldObject
void SetCapturePointSlider(float value);
float GetCapturePointSlider() const { return m_captureSlider; }
uint32 GetScriptId();
GridReference<GameObject>& GetGridRef() { return m_gridRef; }
GameObjectModel* m_model;
// Event Handler
EventProcessor m_Events;
protected:
uint32 m_spellId;