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