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:
ariel-
2016-07-30 18:50:44 -03:00
committed by joschiwald
parent 02cef6f034
commit c429e7d489
39 changed files with 129 additions and 140 deletions
+4 -15
View File
@@ -139,14 +139,10 @@ public:
}
Player* player = handler->GetSession()->GetPlayer();
float x = float(player->GetPositionX());
float y = float(player->GetPositionY());
float z = float(player->GetPositionZ());
float o = float(player->GetOrientation());
Map* map = player->GetMap();
GameObject* object = new GameObject;
if (!object->Create(objectInfo->entry, map, 0, x, y, z, o, G3D::Quat(), 0, GO_STATE_READY))
if (!object->Create(objectInfo->entry, map, 0, *player, G3D::Quat(), 255, GO_STATE_READY))
{
delete object;
return false;
@@ -179,7 +175,7 @@ public:
/// @todo is it really necessary to add both the real and DB table guid here ?
sObjectMgr->AddGameobjectToGrid(spawnId, ASSERT_NOTNULL(sObjectMgr->GetGOData(spawnId)));
handler->PSendSysMessage(LANG_GAMEOBJECT_ADD, objectId, objectInfo->name.c_str(), spawnId, x, y, z);
handler->PSendSysMessage(LANG_GAMEOBJECT_ADD, objectId, objectInfo->name.c_str(), spawnId, player->GetPositionX(), player->GetPositionY(), player->GetPositionZ());
return true;
}
@@ -201,14 +197,7 @@ public:
if (spawntime)
spawntm = atoi((char*)spawntime);
float x = player->GetPositionX();
float y = player->GetPositionY();
float z = player->GetPositionZ();
float ang = player->GetOrientation();
float rot2 = std::sin(ang/2);
float rot3 = std::cos(ang/2);
G3D::Quat rotation = G3D::Matrix3::fromEulerAnglesZYX(player->GetOrientation(), 0.f, 0.f);
uint32 objectId = atoi(id);
if (!sObjectMgr->GetGameObjectTemplate(objectId))
@@ -218,7 +207,7 @@ public:
return false;
}
player->SummonGameObject(objectId, x, y, z, ang, 0, 0, rot2, rot3, spawntm);
player->SummonGameObject(objectId, *player, rotation, spawntm);
return true;
}