Core/Entities: add extra use of UPDATETYPE_CREATE_OBJECT2
Port From (https://github.com/TrinityCore/TrinityCore/commit/044110d42366c3e91007add3a2aa4bd02cbe7d2c)
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@@ -1719,6 +1719,7 @@ namespace Game.Entities
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public virtual bool HasQuest(uint questId) { return false; }
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public virtual bool HasInvolvedQuest(uint questId) { return false; }
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public void SetIsNewObject(bool enable) { _isNewObject = enable; }
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public bool IsCreature() { return GetTypeId() == TypeId.Unit; }
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public bool IsPlayer() { return GetTypeId() == TypeId.Player; }
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@@ -2352,6 +2353,7 @@ namespace Game.Entities
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protected TypeId ObjectTypeId { get; set; }
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protected CreateObjectBits m_updateFlag;
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ObjectGuid m_guid;
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bool _isNewObject;
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public UpdateFieldHolder m_values;
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public ObjectFieldData m_objectData;
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@@ -611,7 +611,9 @@ namespace Game.Maps
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//something, such as vehicle, needs to be update immediately
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//also, trigger needs to cast spell, if not update, cannot see visual
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obj.SetIsNewObject(true);
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obj.UpdateObjectVisibilityOnCreate();
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obj.SetIsNewObject(false);
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return true;
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}
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