Core/GameObjects: Gameobject rotation (from cmangos/mangos-wotlk@2bcbc0f)
cmangos/mangos-wotlk@0fe88f3: [11531] Normalize gameobject's quaternion, thanks to zergtmn for pointing cmangos/mangos-wotlk@060dfb7: [11667] Implement transport path rotation cmangos/mangos-wotlk@565f52c: [11806] A bit gameobject code refactoring cmangos/mangos-wotlk@6874951: [11807] Add gameobject_addon table
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@@ -595,7 +595,7 @@ void Object::BuildMovementUpdate(ByteBuffer* data, uint16 flags) const
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}
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if (flags & UPDATEFLAG_ROTATION)
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*data << uint64(ToGameObject()->GetRotation());
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*data << uint64(ToGameObject()->GetPackedWorldRotation());
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if (flags & UPDATEFLAG_UNK5)
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{
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@@ -2194,7 +2194,8 @@ GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float
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Map* map = GetMap();
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GameObject* go = new GameObject();
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if (!go->Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, GetPhaseMask(), x, y, z, ang, rotation0, rotation1, rotation2, rotation3, 100, GO_STATE_READY))
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if (!go->Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, GetPhaseMask(), x, y, z, ang, G3D::Quat(rotation0, rotation1, rotation2, rotation3), 100, GO_STATE_READY))
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{
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delete go;
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return NULL;
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