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[8654] Allow loading some type gameobjects without diplay id set.
But make its always inviisble for client.
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parent
45c9c136ba
commit
bc1f6c7d3f
3 changed files with 16 additions and 5 deletions
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@ -693,6 +693,10 @@ bool GameObject::isVisibleForInState(Player const* u, WorldObject const* viewPoi
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if(!IsInWorld() || !u->IsInWorld())
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return false;
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// invisible at client always
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if(!GetGOInfo()->displayId)
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return false;
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// Transport always visible at this step implementation
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if(IsTransport() && IsInMap(u))
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return true;
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@ -1228,11 +1228,18 @@ void ObjectMgr::LoadGameobjects()
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if(!gInfo->displayId)
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{
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sLog.outErrorDb("Gameobject (GUID: %u Entry %u GoType: %u) doesn't have displayId (%u), not loaded.", guid, entry, gInfo->type, gInfo->displayId);
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continue;
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switch(gInfo->type)
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{
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// can be invisible always and then not req. display id in like case
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case GAMEOBJECT_TYPE_TRAP:
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case GAMEOBJECT_TYPE_SPELL_FOCUS:
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break;
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default:
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sLog.outErrorDb("Gameobject (GUID: %u Entry %u GoType: %u) have displayId == 0 and then will always invisible in game.", guid, entry, gInfo->type);
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break;
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}
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}
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if (gInfo->displayId && !sGameObjectDisplayInfoStore.LookupEntry(gInfo->displayId))
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else if (!sGameObjectDisplayInfoStore.LookupEntry(gInfo->displayId))
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{
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sLog.outErrorDb("Gameobject (GUID: %u Entry %u GoType: %u) have invalid displayId (%u), not loaded.", guid, entry, gInfo->type, gInfo->displayId);
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continue;
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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 "8653"
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#define REVISION_NR "8654"
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#endif // __REVISION_NR_H__
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