Core/PacketIO: SMSG_GAME_OBJECT_DESPAWN updated and enabled

This commit is contained in:
MitchesD
2015-04-10 13:08:13 +02:00
parent b2b41144a5
commit 0c38398aa8
4 changed files with 21 additions and 4 deletions

View File

@@ -52,6 +52,7 @@
#include "BattlefieldMgr.h"
#include "Battleground.h"
#include "Chat.h"
#include "GameObjectPackets.h"
Object::Object()
{
@@ -2358,9 +2359,9 @@ void WorldObject::SendMessageToSet(WorldPacket const* data, Player const* skippe
void WorldObject::SendObjectDeSpawnAnim(ObjectGuid guid)
{
WorldPacket data(SMSG_GAME_OBJECT_DESPAWN, 8);
data << guid;
SendMessageToSet(&data, true);
WorldPackets::GameObject::GameObjectDespawn packet;
packet.ObjectGUID = guid;
SendMessageToSet(packet.Write(), true);
}
void WorldObject::SetMap(Map* map)

View File

@@ -26,3 +26,9 @@ void WorldPackets::GameObject::GameObjReportUse::Read()
{
_worldPacket >> Guid;
}
WorldPacket const* WorldPackets::GameObject::GameObjectDespawn::Write()
{
_worldPacket << ObjectGUID;
return &_worldPacket;
}

View File

@@ -46,6 +46,16 @@ namespace WorldPackets
ObjectGuid Guid;
};
class GameObjectDespawn final : public ServerPacket
{
public:
GameObjectDespawn() : ServerPacket(SMSG_GAME_OBJECT_DESPAWN, 16) { }
WorldPacket const* Write() override;
ObjectGuid ObjectGUID;
};
}
}
#endif // GOPackets_h__

View File

@@ -1098,7 +1098,7 @@ void OpcodeTable::Initialize()
DEFINE_SERVER_OPCODE_HANDLER(SMSG_FRIEND_STATUS, STATUS_NEVER, CONNECTION_TYPE_REALM);
DEFINE_SERVER_OPCODE_HANDLER(SMSG_GAME_OBJECT_ACTIVATE_ANIM_KIT, STATUS_UNHANDLED, CONNECTION_TYPE_REALM);
DEFINE_SERVER_OPCODE_HANDLER(SMSG_GAME_OBJECT_CUSTOM_ANIM, STATUS_UNHANDLED, CONNECTION_TYPE_REALM);
DEFINE_SERVER_OPCODE_HANDLER(SMSG_GAME_OBJECT_DESPAWN, STATUS_UNHANDLED, CONNECTION_TYPE_REALM);
DEFINE_SERVER_OPCODE_HANDLER(SMSG_GAME_OBJECT_DESPAWN, STATUS_NEVER, CONNECTION_TYPE_REALM);
DEFINE_SERVER_OPCODE_HANDLER(SMSG_GAME_OBJECT_PLAY_SPELL_VISUAL, STATUS_UNHANDLED, CONNECTION_TYPE_REALM);
DEFINE_SERVER_OPCODE_HANDLER(SMSG_GAME_OBJECT_PLAY_SPELL_VISUAL_KIT, STATUS_UNHANDLED, CONNECTION_TYPE_REALM);
DEFINE_SERVER_OPCODE_HANDLER(SMSG_GAME_OBJECT_RESET_STATE, STATUS_UNHANDLED, CONNECTION_TYPE_REALM);