converted all tabs to 4 spaces

This commit is contained in:
Yehonal
2016-06-26 19:23:57 +02:00
parent 52f305111c
commit f6eefedcd5
717 changed files with 132388 additions and 132388 deletions

View File

@@ -49,7 +49,7 @@ GameObject::GameObject() : WorldObject(false), MovableMapObject(),
m_respawnDelayTime = 300;
m_lootState = GO_NOT_READY;
m_spawnedByDefault = true;
m_allowModifyDestructibleBuilding = true;
m_allowModifyDestructibleBuilding = true;
m_usetimes = 0;
m_spellId = 0;
m_cooldownTime = 0;
@@ -64,7 +64,7 @@ GameObject::GameObject() : WorldObject(false), MovableMapObject(),
m_lootRecipientGroup = 0;
m_groupLootTimer = 0;
lootingGroupLowGUID = 0;
m_lootGenerationTime = 0;
m_lootGenerationTime = 0;
ResetLootMode(); // restore default loot mode
m_stationaryPosition.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
@@ -127,7 +127,7 @@ void GameObject::RemoveFromOwner()
return;
}
// Xinef: not needed
// Xinef: not needed
/*const char * ownerType = "creature";
if (IS_PLAYER_GUID(ownerGUID))
ownerType = "player";
@@ -144,7 +144,7 @@ void GameObject::AddToWorld()
///- Register the gameobject for guid lookup
if (!IsInWorld())
{
if (m_zoneScript)
if (m_zoneScript)
m_zoneScript->OnGameObjectCreate(this);
sObjectAccessor->AddObject(this);
@@ -173,8 +173,8 @@ void GameObject::RemoveFromWorld()
if (m_model)
if (GetMap()->ContainsGameObjectModel(*m_model))
GetMap()->RemoveGameObjectModel(*m_model);
if (Transport* transport = GetTransport())
transport->RemovePassenger(this, true);
if (Transport* transport = GetTransport())
transport->RemovePassenger(this, true);
WorldObject::RemoveFromWorld();
sObjectAccessor->RemoveObject(this);
}
@@ -182,44 +182,44 @@ void GameObject::RemoveFromWorld()
void GameObject::CheckRitualList()
{
if (m_unique_users.empty())
return;
for (std::set<uint64>::iterator itr = m_unique_users.begin(); itr != m_unique_users.end();)
{
if (*itr == GetOwnerGUID())
{
++itr;
continue;
}
bool erase = true;
if (Player* channeler = ObjectAccessor::GetPlayer(*this, *itr))
if (Spell* spell = channeler->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
if (spell->m_spellInfo->Id == GetGOInfo()->summoningRitual.animSpell)
erase = false;
if (m_unique_users.empty())
return;
for (std::set<uint64>::iterator itr = m_unique_users.begin(); itr != m_unique_users.end();)
{
if (*itr == GetOwnerGUID())
{
++itr;
continue;
}
bool erase = true;
if (Player* channeler = ObjectAccessor::GetPlayer(*this, *itr))
if (Spell* spell = channeler->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
if (spell->m_spellInfo->Id == GetGOInfo()->summoningRitual.animSpell)
erase = false;
if (erase)
m_unique_users.erase(itr++);
else
++itr;
}
if (erase)
m_unique_users.erase(itr++);
else
++itr;
}
}
void GameObject::ClearRitualList()
{
uint32 animSpell = GetGOInfo()->summoningRitual.animSpell;
if (!animSpell || m_unique_users.empty())
return;
for (std::set<uint64>::iterator itr = m_unique_users.begin(); itr != m_unique_users.end(); ++itr)
{
if (Player* channeler = ObjectAccessor::GetPlayer(*this, *itr))
if (Spell* spell = channeler->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
if (spell->m_spellInfo->Id == animSpell)
{
spell->SendChannelUpdate(0);
spell->finish();
}
}
m_unique_users.clear();
uint32 animSpell = GetGOInfo()->summoningRitual.animSpell;
if (!animSpell || m_unique_users.empty())
return;
for (std::set<uint64>::iterator itr = m_unique_users.begin(); itr != m_unique_users.end(); ++itr)
{
if (Player* channeler = ObjectAccessor::GetPlayer(*this, *itr))
if (Spell* spell = channeler->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
if (spell->m_spellInfo->Id == animSpell)
{
spell->SendChannelUpdate(0);
spell->finish();
}
}
m_unique_users.clear();
}
bool GameObject::Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMask, float x, float y, float z, float ang, G3D::Quat const& rotation, uint32 animprogress, GOState go_state, uint32 artKit)
@@ -262,14 +262,14 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMa
return false;
}
GameObjectAddon const* addon = sObjectMgr->GetGameObjectAddon(guidlow);
// xinef: hackfix - but make it possible to use original WorldRotation (using special gameobject addon data)
GameObjectAddon const* addon = sObjectMgr->GetGameObjectAddon(guidlow);
// xinef: hackfix - but make it possible to use original WorldRotation (using special gameobject addon data)
// pussywizard: temporarily calculate WorldRotation from orientation, do so until values in db are correct
if (addon && addon->invisibilityType == INVISIBILITY_GENERAL && addon->InvisibilityValue == 0)
SetWorldRotation(rotation);
else
SetWorldRotationAngles(NormalizeOrientation(GetOrientation()), 0.0f, 0.0f);
// pussywizard: no PathRotation for normal gameobjects
if (addon && addon->invisibilityType == INVISIBILITY_GENERAL && addon->InvisibilityValue == 0)
SetWorldRotation(rotation);
else
SetWorldRotationAngles(NormalizeOrientation(GetOrientation()), 0.0f, 0.0f);
// pussywizard: no PathRotation for normal gameobjects
SetTransportPathRotation(0.0f, 0.0f, 0.0f, 1.0f);
SetObjectScale(goinfo->size);
@@ -389,71 +389,71 @@ void GameObject::Update(uint32 diff)
}
return;
}
case GAMEOBJECT_TYPE_SUMMONING_RITUAL:
{
if (World::GetGameTimeMS() < m_cooldownTime)
return;
GameObjectTemplate const* info = GetGOInfo();
if (info->summoningRitual.animSpell)
{
// xinef: if ritual requires animation, ensure that all users performs channel
CheckRitualList();
}
if (GetUniqueUseCount() < info->summoningRitual.reqParticipants)
{
SetLootState(GO_READY);
return;
}
case GAMEOBJECT_TYPE_SUMMONING_RITUAL:
{
if (World::GetGameTimeMS() < m_cooldownTime)
return;
GameObjectTemplate const* info = GetGOInfo();
if (info->summoningRitual.animSpell)
{
// xinef: if ritual requires animation, ensure that all users performs channel
CheckRitualList();
}
if (GetUniqueUseCount() < info->summoningRitual.reqParticipants)
{
SetLootState(GO_READY);
return;
}
bool triggered = info->summoningRitual.animSpell;
Unit* owner = GetOwner();
Unit* spellCaster = owner ? owner : ObjectAccessor::GetPlayer(*this, MAKE_NEW_GUID(m_ritualOwnerGUIDLow, 0, HIGHGUID_PLAYER));
if (!spellCaster)
{
SetLootState(GO_JUST_DEACTIVATED);
return;
}
bool triggered = info->summoningRitual.animSpell;
Unit* owner = GetOwner();
Unit* spellCaster = owner ? owner : ObjectAccessor::GetPlayer(*this, MAKE_NEW_GUID(m_ritualOwnerGUIDLow, 0, HIGHGUID_PLAYER));
if (!spellCaster)
{
SetLootState(GO_JUST_DEACTIVATED);
return;
}
uint32 spellId = info->summoningRitual.spellId;
uint32 spellId = info->summoningRitual.spellId;
if (spellId == 62330) // GO store nonexistent spell, replace by expected
{
// spell have reagent and mana cost but it not expected use its
// it triggered spell in fact casted at currently channeled GO
spellId = 61993;
triggered = true;
}
if (spellId == 62330) // GO store nonexistent spell, replace by expected
{
// spell have reagent and mana cost but it not expected use its
// it triggered spell in fact casted at currently channeled GO
spellId = 61993;
triggered = true;
}
// Cast casterTargetSpell at a random GO user
// on the current DB there is only one gameobject that uses this (Ritual of Doom)
// and its required target number is 1 (outter for loop will run once)
if (info->summoningRitual.casterTargetSpell && info->summoningRitual.casterTargetSpell != 1) // No idea why this field is a bool in some cases
for (uint32 i = 0; i < info->summoningRitual.casterTargetSpellTargets; i++)
// m_unique_users can contain only player GUIDs
if (Player* target = ObjectAccessor::GetPlayer(*this, Trinity::Containers::SelectRandomContainerElement(m_unique_users)))
spellCaster->CastSpell(target, info->summoningRitual.casterTargetSpell, true);
// Cast casterTargetSpell at a random GO user
// on the current DB there is only one gameobject that uses this (Ritual of Doom)
// and its required target number is 1 (outter for loop will run once)
if (info->summoningRitual.casterTargetSpell && info->summoningRitual.casterTargetSpell != 1) // No idea why this field is a bool in some cases
for (uint32 i = 0; i < info->summoningRitual.casterTargetSpellTargets; i++)
// m_unique_users can contain only player GUIDs
if (Player* target = ObjectAccessor::GetPlayer(*this, Trinity::Containers::SelectRandomContainerElement(m_unique_users)))
spellCaster->CastSpell(target, info->summoningRitual.casterTargetSpell, true);
// finish owners spell
// xinef: properly process event cooldowns
if (owner)
{
if (Spell* spell = owner->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
{
spell->SendChannelUpdate(0);
spell->finish(false);
}
}
// finish owners spell
// xinef: properly process event cooldowns
if (owner)
{
if (Spell* spell = owner->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
{
spell->SendChannelUpdate(0);
spell->finish(false);
}
}
// can be deleted now
if (!info->summoningRitual.ritualPersistent)
SetLootState(GO_JUST_DEACTIVATED);
else
SetLootState(GO_READY);
// can be deleted now
if (!info->summoningRitual.ritualPersistent)
SetLootState(GO_JUST_DEACTIVATED);
else
SetLootState(GO_READY);
ClearRitualList();
spellCaster->CastSpell(spellCaster, spellId, triggered);
return;
}
ClearRitualList();
spellCaster->CastSpell(spellCaster, spellId, triggered);
return;
}
default:
m_lootState = GO_READY; // for other GOis same switched without delay to GO_READY
break;
@@ -522,9 +522,9 @@ void GameObject::Update(uint32 diff)
return;
}
// Xinef: Call AI Reset (required for example in SmartAI to clear one time events)
if (AI())
AI()->Reset();
// Xinef: Call AI Reset (required for example in SmartAI to clear one time events)
if (AI())
AI()->Reset();
// respawn timer
uint32 poolid = GetDBTableGUIDLow() ? sPoolMgr->IsPartOfAPool<GameObject>(GetDBTableGUIDLow()) : 0;
@@ -541,8 +541,8 @@ void GameObject::Update(uint32 diff)
GameObjectTemplate const* goInfo = GetGOInfo();
if (goInfo->type == GAMEOBJECT_TYPE_TRAP)
{
if (World::GetGameTimeMS() < m_cooldownTime)
break;
if (World::GetGameTimeMS() < m_cooldownTime)
break;
// Type 2 - Bomb (will go away after casting it's spell)
if (goInfo->trap.type == 2)
@@ -553,7 +553,7 @@ void GameObject::Update(uint32 diff)
break;
}
// Type 0 despawns after being triggered, type 1 does not.
// Type 0 despawns after being triggered, type 1 does not.
bool isBattlegroundTrap = false;
/// @todo This is activation radius. Casting radius must be selected from spell data.
@@ -582,7 +582,7 @@ void GameObject::Update(uint32 diff)
Trinity::UnitSearcher<Trinity::AnyUnfriendlyNoTotemUnitInObjectRangeCheck> searcher(this, target, checker);
VisitNearbyGridObject(radius, searcher);
if (!target)
VisitNearbyWorldObject(radius, searcher);
VisitNearbyWorldObject(radius, searcher);
}
else // environmental trap
{
@@ -670,9 +670,9 @@ void GameObject::Update(uint32 diff)
SetGoState(GO_STATE_READY);
//any return here in case battleground traps
// Xinef: Do not return here for summoned gos that should be deleted few lines below
// Xinef: Battleground objects are treated as spawned by default
if ((GetGOInfo()->flags & GO_FLAG_NODESPAWN) && isSpawnedByDefault())
// Xinef: Do not return here for summoned gos that should be deleted few lines below
// Xinef: Battleground objects are treated as spawned by default
if ((GetGOInfo()->flags & GO_FLAG_NODESPAWN) && isSpawnedByDefault())
return;
}
@@ -746,9 +746,9 @@ void GameObject::Delete()
SetGoState(GO_STATE_READY);
SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
// Xinef: if ritual gameobject is removed, clear anim spells
if (GetGOInfo()->type == GAMEOBJECT_TYPE_SUMMONING_RITUAL)
ClearRitualList();
// Xinef: if ritual gameobject is removed, clear anim spells
if (GetGOInfo()->type == GAMEOBJECT_TYPE_SUMMONING_RITUAL)
ClearRitualList();
uint32 poolid = GetDBTableGUIDLow() ? sPoolMgr->IsPartOfAPool<GameObject>(GetDBTableGUIDLow()) : 0;
if (poolid)
@@ -1031,10 +1031,10 @@ bool GameObject::IsAlwaysVisibleFor(WorldObject const* seer) const
Unit* owner = GetOwner();
if (owner)
{
if (seer->isType(TYPEMASK_UNIT) && owner->IsFriendlyTo(seer->ToUnit()))
return true;
}
{
if (seer->isType(TYPEMASK_UNIT) && owner->IsFriendlyTo(seer->ToUnit()))
return true;
}
}
return false;
@@ -1123,10 +1123,10 @@ void GameObject::TriggeringLinkedGameObject(uint32 trapEntry, Unit* target)
if (!trapSpell) // checked at load already
return;
// xinef: wtf, many spells have range 0 but radius > 0
// xinef: wtf, many spells have range 0 but radius > 0
float range = float(target->GetSpellMaxRangeForTarget(GetOwner(), trapSpell));
if (range < 1.0f)
range = 5.0f;
if (range < 1.0f)
range = 5.0f;
// search nearest linked GO
GameObject* trapGO = NULL;
@@ -1143,9 +1143,9 @@ void GameObject::TriggeringLinkedGameObject(uint32 trapEntry, Unit* target)
}
// found correct GO
// xinef: we should use the trap (checks for despawn type)
// xinef: we should use the trap (checks for despawn type)
if (trapGO)
trapGO->Use(target); //trapGO->CastSpell(target, trapInfo->trap.spellId);
trapGO->Use(target); //trapGO->CastSpell(target, trapInfo->trap.spellId);
}
GameObject* GameObject::LookupFishingHoleAround(float range)
@@ -1225,9 +1225,9 @@ void GameObject::SwitchDoorOrButton(bool activate, bool alternative /* = false *
void GameObject::Use(Unit* user)
{
// Xinef: we cannot use go with not selectable flags
if (HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE))
return;
// Xinef: we cannot use go with not selectable flags
if (HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE))
return;
// by default spell caster is user
Unit* spellCaster = user;
@@ -1262,8 +1262,8 @@ void GameObject::Use(Unit* user)
//doors/buttons never really despawn, only reset to default state/flags
UseDoorOrButton(0, false, user);
// Xinef: properly link possible traps
if (uint32 trapEntry = GetGOInfo()->button.linkedTrap)
// Xinef: properly link possible traps
if (uint32 trapEntry = GetGOInfo()->button.linkedTrap)
TriggeringLinkedGameObject(trapEntry, user);
return;
case GAMEOBJECT_TYPE_QUESTGIVER: //2
@@ -1335,12 +1335,12 @@ void GameObject::Use(Unit* user)
if (itr->second)
{
if (Player* ChairUser = ObjectAccessor::GetPlayer(*this, itr->second))
{
{
if (ChairUser->IsSitState() && ChairUser->getStandState() != UNIT_STAND_STATE_SIT && ChairUser->GetExactDist2d(x_i, y_i) < 0.1f)
continue; // This seat is already occupied by ChairUser. NOTE: Not sure if the ChairUser->getStandState() != UNIT_STAND_STATE_SIT check is required.
else
itr->second = 0; // This seat is unoccupied.
}
}
else
itr->second = 0; // The seat may of had an occupant, but they're offline.
}
@@ -1378,9 +1378,9 @@ void GameObject::Use(Unit* user)
{
GameObjectTemplate const* info = GetGOInfo();
// xinef: Goober cannot be used with this flag, skip
if (HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE))
return;
// xinef: Goober cannot be used with this flag, skip
if (HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE))
return;
if (user->GetTypeId() == TYPEID_PLAYER)
{
@@ -1422,13 +1422,13 @@ void GameObject::Use(Unit* user)
if (uint32 trapEntry = info->goober.linkedTrapId)
TriggeringLinkedGameObject(trapEntry, user);
if (info->GetAutoCloseTime())
{
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
SetLootState(GO_ACTIVATED, user);
if (!info->goober.customAnim)
SetGoState(GO_STATE_ACTIVE);
}
if (info->GetAutoCloseTime())
{
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
SetLootState(GO_ACTIVATED, user);
if (!info->goober.customAnim)
SetGoState(GO_STATE_ACTIVE);
}
// this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389)
if (info->goober.customAnim)
@@ -1571,36 +1571,36 @@ void GameObject::Use(Unit* user)
}
else
{
Player* ritualOwner = ObjectAccessor::GetPlayer(*this, MAKE_NEW_GUID(m_ritualOwnerGUIDLow, 0, HIGHGUID_PLAYER));
if (!ritualOwner)
return;
Player* ritualOwner = ObjectAccessor::GetPlayer(*this, MAKE_NEW_GUID(m_ritualOwnerGUIDLow, 0, HIGHGUID_PLAYER));
if (!ritualOwner)
return;
if (player != ritualOwner && (info->summoningRitual.castersGrouped && !player->IsInSameRaidWith(ritualOwner)))
return;
}
if (info->summoningRitual.animSpell)
{
// xinef: if ritual requires animation, ensure that all users performs channel
CheckRitualList();
// xinef: if ritual requires animation, ensure that all users performs channel
CheckRitualList();
// xinef: all participants found
if (GetUniqueUseCount() == info->summoningRitual.reqParticipants)
return;
// xinef: all participants found
if (GetUniqueUseCount() == info->summoningRitual.reqParticipants)
return;
player->CastSpell(player, info->summoningRitual.animSpell, true);
}
player->CastSpell(player, info->summoningRitual.animSpell, true);
}
AddUniqueUse(player);
// full amount unique participants including original summoner
if (GetUniqueUseCount() == info->summoningRitual.reqParticipants)
{
SetLootState(GO_NOT_READY);
SetLootState(GO_NOT_READY);
// can be deleted now, if
if (!info->summoningRitual.animSpell)
if (!info->summoningRitual.animSpell)
m_cooldownTime = 0;
else // channel ready, maintain this
m_cooldownTime = World::GetGameTimeMS()+5*IN_MILLISECONDS;
else // channel ready, maintain this
m_cooldownTime = World::GetGameTimeMS()+5*IN_MILLISECONDS;
}
return;
@@ -1613,7 +1613,7 @@ void GameObject::Use(Unit* user)
if (info->spellcaster.partyOnly)
{
Player const* caster = ObjectAccessor::GetObjectInOrOutOfWorld(GetOwnerGUID(), (Player*)NULL);
Player const* caster = ObjectAccessor::GetObjectInOrOutOfWorld(GetOwnerGUID(), (Player*)NULL);
if (!caster || user->GetTypeId() != TYPEID_PLAYER || !user->ToPlayer()->IsInSameRaidWith(caster))
return;
}
@@ -1822,21 +1822,21 @@ void GameObject::CastSpell(Unit* target, uint32 spellId)
if (Unit* owner = GetOwner())
{
trigger->SetLevel(owner->getLevel(), false);
trigger->SetLevel(owner->getLevel(), false);
trigger->setFaction(owner->getFaction());
// needed for GO casts for proper target validation checks
trigger->SetOwnerGUID(owner->GetGUID());
// xinef: fixes some duel bugs with traps]
if (owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE))
trigger->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
if (owner->IsFFAPvP())
trigger->SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
// xinef: fixes some duel bugs with traps]
if (owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE))
trigger->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
if (owner->IsFFAPvP())
trigger->SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
// xinef: Remove Immunity flags
trigger->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC);
// xinef: set proper orientation, fixes cast against stealthed targets
if (target)
trigger->SetInFront(target);
// xinef: Remove Immunity flags
trigger->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC);
// xinef: set proper orientation, fixes cast against stealthed targets
if (target)
trigger->SetInFront(target);
trigger->CastSpell(target ? target : trigger, spellInfo, true, 0, 0, owner->GetGUID());
}
else
@@ -1845,9 +1845,9 @@ void GameObject::CastSpell(Unit* target, uint32 spellId)
trigger->setFaction(GetGOInfo()->faction ? GetGOInfo()->faction : 14);
// Set owner guid for target if no owner availble - needed by trigger auras
// - trigger gets despawned and there's no caster avalible (see AuraEffect::TriggerSpell())
// xinef: set proper orientation, fixes cast against stealthed targets
if (target)
trigger->SetInFront(target);
// xinef: set proper orientation, fixes cast against stealthed targets
if (target)
trigger->SetInFront(target);
trigger->CastSpell(target ? target : trigger, spellInfo, true, 0, 0, target ? target->GetGUID() : 0);
}
}
@@ -1877,7 +1877,7 @@ bool GameObject::IsInRange(float x, float y, float z, float radius) const
if (G3D::fuzzyEq(dist, 0.0f))
return true;
float scale = GetFloatValue(OBJECT_FIELD_SCALE_X);
float scale = GetFloatValue(OBJECT_FIELD_SCALE_X);
float sinB = dx / dist;
float cosB = dy / dist;
dx = dist * (cosA * cosB + sinA * sinB);
@@ -1957,14 +1957,14 @@ void GameObject::SetWorldRotationAngles(float z_rot, float y_rot, float x_rot)
void GameObject::ModifyHealth(int32 change, Unit* attackerOrHealer /*= NULL*/, uint32 spellId /*= 0*/)
{
if (!IsDestructibleBuilding())
return;
if (!IsDestructibleBuilding())
return;
if (!m_goValue.Building.MaxHealth || !change)
return;
if (!m_allowModifyDestructibleBuilding)
change = 0;
if (!m_allowModifyDestructibleBuilding)
change = 0;
// prevent double destructions of the same object
if (change < 0 && !m_goValue.Building.Health)
@@ -2032,9 +2032,9 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
{
EventInform(m_goInfo->building.damagedEvent);
sScriptMgr->OnGameObjectDamaged(this, eventInvoker);
if (BattlegroundMap* bgMap = GetMap()->ToBattlegroundMap())
if (Battleground* bg = bgMap->GetBG())
bg->EventPlayerDamagedGO(eventInvoker, this, m_goInfo->building.damagedEvent);
if (BattlegroundMap* bgMap = GetMap()->ToBattlegroundMap())
if (Battleground* bg = bgMap->GetBG())
bg->EventPlayerDamagedGO(eventInvoker, this, m_goInfo->building.damagedEvent);
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DESTROYED);
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED);
@@ -2061,8 +2061,8 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
sScriptMgr->OnGameObjectDestroyed(this, eventInvoker);
EventInform(m_goInfo->building.destroyedEvent);
if (BattlegroundMap* bgMap = GetMap()->ToBattlegroundMap())
{
if (Battleground* bg = bgMap->GetBG())
{
if (Battleground* bg = bgMap->GetBG())
{
bg->EventPlayerDamagedGO(eventInvoker, this, m_goInfo->building.destroyedEvent);
bg->DestroyGate(eventInvoker, this);
@@ -2113,7 +2113,7 @@ void GameObject::SetLootState(LootState state, Unit* unit)
{
m_lootState = state;
AI()->OnStateChanged(state, unit);
sScriptMgr->OnGameObjectLootStateChanged(this, state, unit);
sScriptMgr->OnGameObjectLootStateChanged(this, state, unit);
// pussywizard: lootState has nothing to do with collision, it depends entirely on GOState. Loot state is for timed close/open door and respawning, which then sets GOState
/*if (m_model)
{
@@ -2134,7 +2134,7 @@ void GameObject::SetLootState(LootState state, Unit* unit)
void GameObject::SetGoState(GOState state)
{
SetByteValue(GAMEOBJECT_BYTES_1, 0, state);
sScriptMgr->OnGameObjectStateChanged(this, state);
sScriptMgr->OnGameObjectStateChanged(this, state);
if (m_model)
{
if (!IsInWorld())
@@ -2167,8 +2167,8 @@ void GameObject::SetPhaseMask(uint32 newPhaseMask, bool update)
{
WorldObject::SetPhaseMask(newPhaseMask, update);
if (m_model && m_model->isEnabled())
EnableCollision(true);
if (m_model && m_model->isEnabled())
EnableCollision(true);
}
void GameObject::EnableCollision(bool enable)
@@ -2246,8 +2246,8 @@ bool GameObject::IsLootAllowedFor(Player const* player) const
if (player->GetGUID() == m_lootRecipient)
return true;
if (player->HasPendingBind())
return false;
if (player->HasPendingBind())
return false;
Group const* playerGroup = player->GetGroup();
if (!playerGroup || playerGroup != GetLootRecipientGroup()) // if we dont have a group we arent the recipient
@@ -2304,25 +2304,25 @@ void GameObject::BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* t
dynFlags |= GO_DYNFLAG_LO_SPARKLE;
break;
case GAMEOBJECT_TYPE_TRANSPORT:
if (const StaticTransport* t = ToStaticTransport())
if (t->GetPauseTime())
{
if (GetGoState() == GO_STATE_READY)
{
if (t->GetPathProgress() >= t->GetPauseTime()) // if not, send 100% progress
pathProgress = int16(float(t->GetPathProgress() - t->GetPauseTime()) / float(t->GetPeriod() - t->GetPauseTime()) * 65535.0f);
}
else
{
if (t->GetPathProgress() <= t->GetPauseTime()) // if not, send 100% progress
pathProgress = int16(float(t->GetPathProgress()) / float(t->GetPauseTime()) * 65535.0f);
}
}
// else it's ignored
if (const StaticTransport* t = ToStaticTransport())
if (t->GetPauseTime())
{
if (GetGoState() == GO_STATE_READY)
{
if (t->GetPathProgress() >= t->GetPauseTime()) // if not, send 100% progress
pathProgress = int16(float(t->GetPathProgress() - t->GetPauseTime()) / float(t->GetPeriod() - t->GetPauseTime()) * 65535.0f);
}
else
{
if (t->GetPathProgress() <= t->GetPauseTime()) // if not, send 100% progress
pathProgress = int16(float(t->GetPathProgress()) / float(t->GetPauseTime()) * 65535.0f);
}
}
// else it's ignored
break;
case GAMEOBJECT_TYPE_MO_TRANSPORT:
if (const MotionTransport* t = ToMotionTransport())
pathProgress = int16(float(t->GetPathProgress()) / float(t->GetPeriod()) * 65535.0f);
if (const MotionTransport* t = ToMotionTransport())
pathProgress = int16(float(t->GetPathProgress()) / float(t->GetPeriod()) * 65535.0f);
break;
default:
break;
@@ -2374,7 +2374,7 @@ void GameObject::GetRespawnPosition(float &x, float &y, float &z, float* ori /*
void GameObject::SetPosition(float x, float y, float z, float o)
{
// pussywizard: do not call for MotionTransport and other gobjects not in grid
// pussywizard: do not call for MotionTransport and other gobjects not in grid
if (!Trinity::IsValidMapCoord(x, y, z, o))
return;