Core/Spells: Implement SPELL_EFFECT_ACTIVATE_OBJECT. (#23)
Original research by @xvwyh.
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@@ -1277,6 +1277,32 @@ void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = f
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m_cooldownTime = time_to_restore ? (GameTime::GetGameTimeMS() + time_to_restore) : 0;
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}
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void GameObject::PlayAnimKit(int32 animKit)
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{
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WorldPacket data(SMSG_GAME_OBJECT_ACTIVATE_ANIM_KIT, 4 + 2);
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ObjectGuid guid = GetGUID();
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data.WriteBit(guid[5]);
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data.WriteBit(guid[1]);
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data.WriteBit(guid[0]);
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data.WriteBit(guid[4]);
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data.WriteBit(guid[7]);
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data.WriteBit(guid[2]);
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data.WriteBit(guid[3]);
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data.WriteBit(guid[6]);
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data.WriteByteSeq(guid[5]);
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data.WriteByteSeq(guid[1]);
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data.WriteByteSeq(guid[0]);
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data.WriteByteSeq(guid[3]);
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data.WriteByteSeq(guid[4]);
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data.WriteByteSeq(guid[6]);
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data.WriteByteSeq(guid[2]);
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data.WriteByteSeq(guid[7]);
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data << int32(animKit);
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SendMessageToSet(&data, nullptr);
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}
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void GameObject::SetGoArtKit(uint8 kit)
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{
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SetByteValue(GAMEOBJECT_BYTES_1, 2, kit);
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