Core/Entities: debloat SummonGameObject parameter list using proper wrappers and enable GO rotation in scripts
- There's still an overload allowing for x, y, z, o to be passed directly - Fixed default animstate for GameObject creation in many places, it should be 255, not 100 (checked in sniffs) (cherry picked from commit 62bfee37cb21584cef631dda428feaf5eb829cda) Conflicts: src/server/game/Entities/GameObject/GameObject.cpp src/server/game/Entities/Object/Object.cpp src/server/game/Spells/SpellEffects.cpp src/server/scripts/Commands/cs_gobject.cpp src/server/scripts/EasternKingdoms/ZulAman/zulaman.cpp src/server/scripts/Kalimdor/zone_feralas.cpp
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@@ -139,16 +139,12 @@ public:
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}
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Player* player = handler->GetSession()->GetPlayer();
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float x = float(player->GetPositionX());
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float y = float(player->GetPositionY());
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float z = float(player->GetPositionZ());
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float o = float(player->GetOrientation());
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Map* map = player->GetMap();
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GameObject* object = new GameObject;
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ObjectGuid::LowType guidLow = map->GenerateLowGuid<HighGuid::GameObject>();
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if (!object->Create(guidLow, objectInfo->entry, map, 0, x, y, z, o, G3D::Quat(), 0, GO_STATE_READY))
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if (!object->Create(guidLow, objectInfo->entry, map, 0, *player, G3D::Quat(), 255, GO_STATE_READY))
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{
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delete object;
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return false;
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@@ -181,7 +177,7 @@ public:
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/// @todo is it really necessary to add both the real and DB table guid here ?
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sObjectMgr->AddGameobjectToGrid(guidLow, sObjectMgr->GetGOData(guidLow));
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handler->PSendSysMessage(LANG_GAMEOBJECT_ADD, objectId, objectInfo->name.c_str(), guidLow, x, y, z);
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handler->PSendSysMessage(LANG_GAMEOBJECT_ADD, objectId, objectInfo->name.c_str(), guidLow, player->GetPositionX(), player->GetPositionY(), player->GetPositionZ());
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return true;
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}
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@@ -203,14 +199,7 @@ public:
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if (spawntime)
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spawntm = atoi((char*)spawntime);
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float x = player->GetPositionX();
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float y = player->GetPositionY();
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float z = player->GetPositionZ();
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float ang = player->GetOrientation();
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float rot2 = std::sin(ang/2);
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float rot3 = std::cos(ang/2);
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G3D::Quat rotation = G3D::Matrix3::fromEulerAnglesZYX(player->GetOrientation(), 0.f, 0.f);
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uint32 objectId = atoi(id);
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if (!sObjectMgr->GetGameObjectTemplate(objectId))
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@@ -220,7 +209,7 @@ public:
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return false;
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}
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player->SummonGameObject(objectId, x, y, z, ang, 0, 0, rot2, rot3, spawntm);
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player->SummonGameObject(objectId, *player, rotation, spawntm);
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return true;
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}
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