Many in world gameobject that unexpected daspawned before must now work in more expected way.
In tests i not found any damage to bg gameobject work, and at least this restore expected work for non-bg dorrs//buttons broken
after half-year ago patch (that has been reverted partly in this commit)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* Fixed update absent in ".gobject turn" command
* Propetly set rotation fields for summoned objects
* Check rotation/coordinates fields values at server loading
Active objects triggrering grid loading and updating around self like players.
It can be used for event long run movements or escoring quest travels.
Also can be used for proper implementation far vision spells.
Currently only creatures can be activated by function call (from script) cr->SetActiveObjectState(true);
Please avoid lot amount active objects in same time use. Existance active objects support isn't meaning
that each rabbit must be active creature.
Also added independent grid unloading locks for explicit unloading lock,
lock for used by instance copied grids, lock counter for actiove object spawn grids locks.
Last case required for prevent double spawn active creature walk far away from spawn point.
* 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.
* loaded all distinct script names into one vector at server startup
* added custom loaders to convert the script names to indices
* converted all the script lookup functions to use the index instead of the name