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
This commit is contained in:
1 parent
8ff67eb6ac
commit
30d4f70533
37 files changed
+117
-135
No files matched your search
@@ -1903,7 +1903,7 @@ class spell_item_crystal_prison_dummy_dnd : public SpellScriptLoader
|
||||
if (Creature* target = GetHitCreature())
|
||||
if (target->isDead() && !target->IsPet())
|
||||
{
|
||||
GetCaster()->SummonGameObject(OBJECT_IMPRISONED_DOOMGUARD, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), target->GetOrientation(), 0, 0, 0, 0, uint32(target->GetRespawnTime()-time(NULL)));
|
||||
GetCaster()->SummonGameObject(OBJECT_IMPRISONED_DOOMGUARD, *target, G3D::Quat(), uint32(target->GetRespawnTime()-time(NULL)));
|
||||
target->DespawnOrUnsummon();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user