Core/Spells: Implement SPELL_EFFECT_ACTIVATE_OBJECT. (#23)

Original research by @xvwyh.
This commit is contained in:
Warpten authored and Ovah committed 2020-01-04 15:05:22 +01:00
1 parent 3910218a9b
commit c69627f4b4
11 files changed
+208 -58

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@@ -1277,6 +1277,32 @@ void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = f
m_cooldownTime = time_to_restore ? (GameTime::GetGameTimeMS() + time_to_restore) : 0;
}
void GameObject::PlayAnimKit(int32 animKit)
{
WorldPacket data(SMSG_GAME_OBJECT_ACTIVATE_ANIM_KIT, 4 + 2);
ObjectGuid guid = GetGUID();
data.WriteBit(guid[5]);
data.WriteBit(guid[1]);
data.WriteBit(guid[0]);
data.WriteBit(guid[4]);
data.WriteBit(guid[7]);
data.WriteBit(guid[2]);
data.WriteBit(guid[3]);
data.WriteBit(guid[6]);
data.WriteByteSeq(guid[5]);
data.WriteByteSeq(guid[1]);
data.WriteByteSeq(guid[0]);
data.WriteByteSeq(guid[3]);
data.WriteByteSeq(guid[4]);
data.WriteByteSeq(guid[6]);
data.WriteByteSeq(guid[2]);
data.WriteByteSeq(guid[7]);
data << int32(animKit);
SendMessageToSet(&data, nullptr);
}
void GameObject::SetGoArtKit(uint8 kit)
{
SetByteValue(GAMEOBJECT_BYTES_1, 2, kit);