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Add transport support, gameobject queries, and fix item use
- Add setInstancePosition() to M2Renderer and WMORenderer for moving transport instances at runtime - Detect UPDATEFLAG_TRANSPORT on gameobjects and track transport GUIDs - Parse player-on-transport state from movement blocks - Wire transport move callback in Application to update render positions - Implement CMSG_GAMEOBJECT_QUERY / SMSG_GAMEOBJECT_QUERY_RESPONSE so gameobjects display proper names instead of "Unknown" - Add name/entry fields to GameObject entity class - Fix CMSG_USE_ITEM packet: remove extra uint8 that shifted the item GUID by one byte, breaking hearthstone and all item usage - Remove redundant CMSG_LOOT after CMSG_GAMEOBJECT_USE for chests - Show PvP enabled/disabled state in toggle message - Relax WMO ramp wall-collision step-up check to allow walking on gentle ramps where floor rise per step is under 0.1 units - Add M2 fallback when WMO group files fail to load for gameobjects - Handle re-creation of existing gameobject render instances by updating position instead of silently ignoring
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12 changed files with 391 additions and 65 deletions
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@ -256,10 +256,18 @@ public:
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GameObject() { type = ObjectType::GAMEOBJECT; }
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explicit GameObject(uint64_t guid) : Entity(guid) { type = ObjectType::GAMEOBJECT; }
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const std::string& getName() const { return name; }
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void setName(const std::string& n) { name = n; }
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uint32_t getEntry() const { return entry; }
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void setEntry(uint32_t e) { entry = e; }
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uint32_t getDisplayId() const { return displayId; }
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void setDisplayId(uint32_t id) { displayId = id; }
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protected:
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std::string name;
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uint32_t entry = 0;
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uint32_t displayId = 0;
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};
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