Core/Phasing: Implemented db spawns in personal phases

Port From (https://github.com/TrinityCore/TrinityCore/commit/8fabe5a3aacf7797f03d074ab8434f445be64955)
This commit is contained in:
hondacrx
2022-01-27 14:01:49 -05:00
parent 6c0e21b4de
commit 7531735669
18 changed files with 555 additions and 123 deletions
@@ -80,7 +80,7 @@ namespace Game.Entities
if (!pos.IsPositionValid())
return;
player.GetMap().LoadGrid(firstCamera.locations.X, firstCamera.locations.Y);
player.GetMap().LoadGridForActiveObject(pos.GetPositionX(), pos.GetPositionY(), player);
m_CinematicObject = player.SummonCreature(1, pos.posX, pos.posY, pos.posZ, 0.0f, TempSummonType.TimedDespawn, 5 * Time.Minute * Time.InMilliseconds);
if (m_CinematicObject)
{
+7
View File
@@ -2153,6 +2153,13 @@ namespace Game.Entities
TeleportTo(m_summon_location);
}
public override void OnPhaseChange()
{
base.OnPhaseChange();
GetMap().UpdatePersonalPhasesForPlayer(this);
}
//GM
public bool IsAcceptWhispers() { return m_ExtraFlags.HasAnyFlag(PlayerExtraFlags.AcceptWhispers); }
public void SetAcceptWhispers(bool on)