fix(Core): Activate creatures and objects during opening cinematics (#4045)

Co-authored-by: Si1ker <55638679+Sombranator@users.noreply.github.com>
Co-authored-by: Stefano Borzì <stefanoborzi32@gmail.com>
This commit is contained in:
Silker
2021-01-22 00:03:30 +00:00
committed by GitHub
parent f07966fd3e
commit 0a8a7ef149
14 changed files with 785 additions and 19 deletions

View File

@@ -108,6 +108,23 @@ public:
return false;
}
// Dump camera locations
if (CinematicSequencesEntry const* cineSeq = sCinematicSequencesStore.LookupEntry(id))
{
std::unordered_map<uint32, FlyByCameraCollection>::const_iterator itr = sFlyByCameraStore.find(cineSeq->cinematicCamera);
if (itr != sFlyByCameraStore.end())
{
handler->PSendSysMessage("Waypoints for sequence %u, camera %u", id, cineSeq->cinematicCamera);
uint32 count = 1 ;
for (FlyByCamera cam : itr->second)
{
handler->PSendSysMessage("%02u - %7ums [%f, %f, %f] Facing %f (%f degrees)", count, cam.timeStamp, cam.locations.x, cam.locations.y, cam.locations.z, cam.locations.w, cam.locations.w * (180 / M_PI));
count++;
}
handler->PSendSysMessage("%lu waypoints dumped", itr->second.size());
}
}
handler->GetSession()->GetPlayer()->SendCinematicStart(id);
return true;
}