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Core/Entities: debloat SummonGameObject parameter list using proper wrappers and enable GO rotation in scripts
- There's still an overload allowing for x, y, z, o to be passed directly
- Fixed default animstate for GameObject creation in many places, it should be 255, not 100 (checked in sniffs)
(cherry picked from commit 62bfee37cb)
# Conflicts:
# src/server/game/Battlefield/Battlefield.cpp
# src/server/game/Battlegrounds/Battleground.cpp
# src/server/game/Entities/GameObject/GameObject.cpp
# src/server/game/Entities/GameObject/GameObject.h
# src/server/game/Entities/Object/Object.cpp
# src/server/game/Entities/Object/Object.h
# src/server/game/Spells/SpellEffects.cpp
# src/server/scripts/Commands/cs_gobject.cpp
# src/server/scripts/EasternKingdoms/SunkenTemple/instance_sunken_temple.cpp
# src/server/scripts/EasternKingdoms/ZulAman/zulaman.cpp
# src/server/scripts/Kalimdor/zone_feralas.cpp
# src/server/scripts/Northrend/Nexus/EyeOfEternity/boss_malygos.cpp
# src/server/scripts/Northrend/Nexus/EyeOfEternity/instance_eye_of_eternity.cpp
# src/server/scripts/OutdoorPvP/OutdoorPvPSI.cpp
This commit is contained in:
@@ -2449,7 +2449,7 @@ Scenario* WorldObject::GetScenario() const
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return nullptr;
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}
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TempSummon* WorldObject::SummonCreature(uint32 entry, const Position &pos, TempSummonType spwtype, uint32 duration, uint32 /*vehId*/) const
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TempSummon* WorldObject::SummonCreature(uint32 entry, Position const& pos, TempSummonType spwtype /*= TEMPSUMMON_MANUAL_DESPAWN*/, uint32 duration /*= 0*/, uint32 /*vehId = 0*/) const
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{
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if (Map* map = FindMap())
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{
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@@ -2460,7 +2460,7 @@ TempSummon* WorldObject::SummonCreature(uint32 entry, const Position &pos, TempS
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}
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}
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return NULL;
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return nullptr;
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}
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TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang /*= 0*/, TempSummonType spwtype /*= TEMPSUMMON_MANUAL_DESPAWN*/, uint32 despwtime /*= 0*/) const
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@@ -2470,29 +2470,30 @@ TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, fl
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GetClosePoint(x, y, z, GetObjectSize());
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ang = GetOrientation();
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}
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Position pos;
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pos.Relocate(x, y, z, ang);
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return SummonCreature(id, pos, spwtype, despwtime, 0);
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}
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GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime)
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GameObject* WorldObject::SummonGameObject(uint32 entry, Position const& pos, G3D::Quat const& rot, uint32 respawnTime)
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{
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if (!IsInWorld())
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return NULL;
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return nullptr;
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GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);
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if (!goinfo)
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{
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TC_LOG_ERROR("sql.sql", "Gameobject template %u not found in database!", entry);
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return NULL;
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return nullptr;
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}
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Map* map = GetMap();
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GameObject* go = new GameObject();
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if (!go->Create(entry, map, GetPhaseMask(), x, y, z, ang, G3D::Quat(rotation0, rotation1, rotation2, rotation3), 100, GO_STATE_READY))
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if (!go->Create(entry, map, GetPhaseMask(), pos, rot, 255, GO_STATE_READY))
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{
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delete go;
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return NULL;
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return nullptr;
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}
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go->CopyPhaseFrom(this);
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@@ -2507,6 +2508,18 @@ GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float
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return go;
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}
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GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float z, float ang, G3D::Quat const& rot, uint32 respawnTime)
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{
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if (!x && !y && !z)
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{
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GetClosePoint(x, y, z, GetObjectSize());
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ang = GetOrientation();
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}
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Position pos(x, y, z, ang);
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return SummonGameObject(entry, pos, rot, respawnTime);
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}
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Creature* WorldObject::SummonTrigger(float x, float y, float z, float ang, uint32 duration, CreatureAI* (*GetAI)(Creature*))
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{
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TempSummonType summonType = (duration == 0) ? TEMPSUMMON_DEAD_DESPAWN : TEMPSUMMON_TIMED_DESPAWN;
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