Core/Objects: Move personal summon handling from TemporarySummon/GameObject to WorldObject and check it using dedicated guid field

Port From (https://github.com/TrinityCore/TrinityCore/commit/1082a6645e96c611b3145b5d6208fc4db6e4b2d3)
This commit is contained in:
hondacrx
2021-03-29 17:11:46 -04:00
parent e2f0153b03
commit b4bf10ed22
7 changed files with 23 additions and 52 deletions
@@ -2824,10 +2824,6 @@ namespace Game.Entities
// There's many places not ready for dynamic spawns. This allows them to live on for now.
void SetRespawnCompatibilityMode(bool mode = true) { m_respawnCompatibilityMode = mode; }
public bool GetRespawnCompatibilityMode() { return m_respawnCompatibilityMode; }
public void SetVisibleByUnitOnly(ObjectGuid unit) { m_visibleByUnitOnly = unit; }
public bool IsVisibleByUnitOnly() { return !m_visibleByUnitOnly.IsEmpty(); }
public ObjectGuid GetVisibleByUnitOnly() { return m_visibleByUnitOnly; }
#region Fields
protected GameObjectFieldData m_gameObjectData;
@@ -2863,7 +2859,6 @@ namespace Game.Entities
bool m_respawnCompatibilityMode;
ushort _animKitId;
uint _worldEffectID;
ObjectGuid m_visibleByUnitOnly;
GameObjectState m_prevGoState; // What state to set whenever resetting