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[10598] Create enum GameObjectDynamicLowFlags and use instead of hard coded
Signed-off-by: NoFantasy <nofantasy@nf.no>
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parent
c4c9b5a726
commit
ba3578107a
3 changed files with 18 additions and 12 deletions
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@ -570,7 +570,7 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *
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IsActivateToQuest = true;
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IsActivateToQuest = true;
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updateMask->SetBit(GAMEOBJECT_DYNAMIC);
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updateMask->SetBit(GAMEOBJECT_DYNAMIC);
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updateMask->SetBit(GAMEOBJECT_BYTES_1);
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updateMask->SetBit(GAMEOBJECT_BYTES_1); // why do we need this here?
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}
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}
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else if (isType(TYPEMASK_UNIT))
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else if (isType(TYPEMASK_UNIT))
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{
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{
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@ -687,33 +687,31 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *
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// GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY can have lo flag = 2
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// GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY can have lo flag = 2
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// most likely related to "can enter map" and then should be 0 if can not enter
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// most likely related to "can enter map" and then should be 0 if can not enter
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// GO_DYNFLAG_ACTIVATE = 0x01
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// GO_DYNFLAG_ANIMATE = 0x02
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// GO_DYNFLAG_NO_INTERACT = 0x04
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// GO_DYNFLAG_SPARKLE = 0x08
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if (IsActivateToQuest)
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if (IsActivateToQuest)
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{
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{
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switch(((GameObject*)this)->GetGoType())
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switch(((GameObject*)this)->GetGoType())
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{
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{
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case GAMEOBJECT_TYPE_QUESTGIVER:
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case GAMEOBJECT_TYPE_QUESTGIVER:
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*data << uint16(1);
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// GO also seen with GO_DYNFLAG_LO_SPARKLE explicit, relation/reason unclear (192861)
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*data << uint16(GO_DYNFLAG_LO_ACTIVATE);
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*data << uint16(-1);
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*data << uint16(-1);
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break;
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break;
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case GAMEOBJECT_TYPE_CHEST:
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case GAMEOBJECT_TYPE_CHEST:
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*data << uint16(9); // 1 for client before 2.3.0
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// GO_DYNFLAG_LO_ACTIVATE only, before client 2.3.0
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*data << uint16(GO_DYNFLAG_LO_ACTIVATE | GO_DYNFLAG_LO_SPARKLE);
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*data << uint16(-1);
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*data << uint16(-1);
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break;
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break;
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case GAMEOBJECT_TYPE_GENERIC:
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case GAMEOBJECT_TYPE_GENERIC:
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*data << uint16(8); // unclear if 0x01 should be added
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// unclear if GO_DYNFLAG_LO_ACTIVATE should be added
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*data << uint16(GO_DYNFLAG_LO_SPARKLE);
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*data << uint16(-1);
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*data << uint16(-1);
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break;
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break;
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case GAMEOBJECT_TYPE_SPELL_FOCUS:
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case GAMEOBJECT_TYPE_SPELL_FOCUS:
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*data << uint16(9);
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*data << uint16(GO_DYNFLAG_LO_ACTIVATE | GO_DYNFLAG_LO_SPARKLE);
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*data << uint16(-1);
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*data << uint16(-1);
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break;
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break;
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case GAMEOBJECT_TYPE_GOOBER:
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case GAMEOBJECT_TYPE_GOOBER:
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*data << uint16(9);
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*data << uint16(GO_DYNFLAG_LO_ACTIVATE | GO_DYNFLAG_LO_SPARKLE);
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*data << uint16(-1);
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*data << uint16(-1);
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break;
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break;
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default:
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default:
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@ -1219,6 +1219,14 @@ enum GameObjectFlags
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GO_FLAG_UNK_11 = 0x00000400 //? Seen on type 33, possibly meaning "destructed"
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GO_FLAG_UNK_11 = 0x00000400 //? Seen on type 33, possibly meaning "destructed"
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};
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};
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enum GameObjectDynamicLowFlags
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{
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GO_DYNFLAG_LO_ACTIVATE = 0x01, // enables interaction with GO
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GO_DYNFLAG_LO_ANIMATE = 0x02, // possibly more distinct animation of GO
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GO_DYNFLAG_LO_NO_INTERACT = 0x04, // appears to disable interaction (not fully verified)
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GO_DYNFLAG_LO_SPARKLE = 0x08, // makes GO sparkle
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};
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enum TextEmotes
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enum TextEmotes
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{
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{
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TEXTEMOTE_AGREE = 1,
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TEXTEMOTE_AGREE = 1,
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "10597"
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#define REVISION_NR "10598"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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