Core/Scenes: Implemented spell created SceneObjects

This commit is contained in:
Shauren
2021-10-11 12:59:19 +02:00
parent 8492c273dd
commit d7302ffd14
17 changed files with 435 additions and 16 deletions

View File

@@ -145,7 +145,6 @@ void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) c
uint16 objectTypeMask = m_objectType;
CreateObjectBits flags = m_updateFlag;
/** lower flag1 **/
if (target == this) // building packet for yourself
{
flags.ThisIsYou = true;
@@ -161,6 +160,7 @@ void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) c
case HighGuid::Corpse:
case HighGuid::DynamicObject:
case HighGuid::AreaTrigger:
case HighGuid::SceneObject:
case HighGuid::Conversation:
updateType = UPDATETYPE_CREATE_OBJECT2;
break;
@@ -620,11 +620,11 @@ void Object::BuildMovementUpdate(ByteBuffer* data, CreateObjectBits flags) const
// *data << ObjectGuid(ReplaceObject);
//}
//if (flags.SceneObject)
//{
// data->WriteBit(HasLocalScriptData);
// data->WriteBit(HasPetBattleFullUpdate);
// data->FlushBits();
if (flags.SceneObject)
{
data->WriteBit(false); // HasLocalScriptData
data->WriteBit(false); // HasPetBattleFullUpdate
data->FlushBits();
// if (HasLocalScriptData)
// {
@@ -728,7 +728,7 @@ void Object::BuildMovementUpdate(ByteBuffer* data, CreateObjectBits flags) const
// data->WriteBit(CanAwardXP);
// data->FlushBits();
// }
//}
}
if (flags.ActivePlayer)
{