Core/PacketIO: Implement building SMSG_UPDATE_OBJECT only for selected fields and use that to fix quest objects not glowing after accepting quests

Port From (https://github.com/TrinityCore/TrinityCore/commit/bbfbb7d4bfa869755e702b40b53dbd295f8c964d)
This commit is contained in:
hondacrx
2020-05-01 12:23:24 -04:00
parent e31ca45d54
commit 1224abafe8
17 changed files with 900 additions and 259 deletions
+23 -2
View File
@@ -2974,7 +2974,25 @@ namespace Game.Entities
{
GameObject obj = ObjectAccessor.GetGameObject(this, guid);
if (obj != null)
obj.BuildValuesUpdateBlockForPlayer(udata, this);
{
switch (obj.GetGoType())
{
case GameObjectTypes.QuestGiver:
case GameObjectTypes.Chest:
case GameObjectTypes.Goober:
case GameObjectTypes.Generic:
if (Global.ObjectMgr.IsGameObjectForQuests(obj.GetEntry()))
{
ObjectFieldData objMask = new ObjectFieldData();
GameObjectFieldData goMask = new GameObjectFieldData();
objMask.MarkChanged(obj.m_objectData.DynamicFlags);
obj.BuildValuesUpdateForPlayerWithMask(udata, objMask._changesMask, goMask._changesMask, this);
}
break;
default:
break;
}
}
}
else if (guid.IsCreatureOrVehicle())
{
@@ -3001,7 +3019,10 @@ namespace Game.Entities
if (buildUpdateBlock)
{
obj.BuildValuesUpdateBlockForPlayer(udata, this);
ObjectFieldData objMask = new ObjectFieldData();
UnitData unitMask = new UnitData();
unitMask.MarkChanged(obj.m_unitData.NpcFlags, 0); // NpcFlags[0] has UNIT_NPC_FLAG_SPELLCLICK
obj.BuildValuesUpdateForPlayerWithMask(udata, objMask._changesMask, unitMask._changesMask, this);
break;
}
}