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feat(Core/GameObject): Add an overload to SummonGameObject() to accep… (#12821)
feat(Core/GameObject): Add an overload to SummonGameObject() to accept positions
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@@ -2275,6 +2275,11 @@ GameObject* Map::SummonGameObject(uint32 entry, float x, float y, float z, float
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return go;
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}
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GameObject* Map::SummonGameObject(uint32 entry, Position const& pos, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport)
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{
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return SummonGameObject(entry, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), rotation0, rotation1, rotation2, rotation3, respawnTime, checkTransport);
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}
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void WorldObject::SetZoneScript()
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{
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if (Map* map = FindMap())
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@@ -502,6 +502,7 @@ public:
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TempSummon* SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties = nullptr, uint32 duration = 0, WorldObject* summoner = nullptr, uint32 spellId = 0, uint32 vehId = 0);
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GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport = true);
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GameObject* SummonGameObject(uint32 entry, Position const& pos, float rotation0 = 0.0f, float rotation1 = 0.0f, float rotation2 = 0.0f, float rotation3 = 0.0f, uint32 respawnTime = 100, bool checkTransport = true);
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void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = nullptr);
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Corpse* GetCorpse(ObjectGuid const guid);
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