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:
ariel- committed 2016-08-01 01:23:47 -03:00
1 parent 8ff67eb6ac
commit 30d4f70533
37 files changed
+117 -135

No files matched your search

+1 -1
View File
@@ -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();
}
}