[8183] Some gameobject despanw related fixes Author: VladimirMangos

* Implement use `consumable` field in gameobject template for gameobject required explcit despawn at use.
    * Move gameobject template fields cech function from Gameobject to gameobject template class, and update callers.
    * Cast spells at gameobject use with gameobject guid as original caster guid, as already used in some other cases. (skipped)

--HG--
branch : trunk
This commit is contained in:
megamage
2009-07-16 12:06:07 +08:00
parent 208087ff6e
commit e152ff8ec5
7 changed files with 115 additions and 90 deletions

View File

@@ -3165,7 +3165,7 @@ void Spell::EffectOpenLock(uint32 effIndex)
// these objects must have been spawned by outdoorpvp!
else if(gameObjTarget->GetGOInfo()->type == GAMEOBJECT_TYPE_GOOBER && sOutdoorPvPMgr.HandleOpenGo(player, gameObjTarget->GetGUID()))
return;
lockId = gameObjTarget->GetLockId();
lockId = goInfo->GetLockId();
guid = gameObjTarget->GetGUID();
}
else if(itemTarget)
@@ -4625,7 +4625,7 @@ void Spell::EffectSummonObjectWild(uint32 i)
}
}
if(uint32 linkedEntry = pGameObj->GetLinkedGameObjectEntry())
if(uint32 linkedEntry = pGameObj->GetGOInfo()->GetLinkedGameObjectEntry())
{
GameObject* linkedGO = new GameObject;
if(linkedGO->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, map,
@@ -6497,7 +6497,7 @@ void Spell::EffectTransmitted(uint32 effIndex)
data << uint64(pGameObj->GetGUID());
m_caster->SendMessageToSet(&data,true);
if(uint32 linkedEntry = pGameObj->GetLinkedGameObjectEntry())
if(uint32 linkedEntry = pGameObj->GetGOInfo()->GetLinkedGameObjectEntry())
{
GameObject* linkedGO = new GameObject;
if(linkedGO->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, cMap,