GameObject *MapManagerScript::SpawnGameObject( uint32 pEntry, float pX, float pY, float pZ, float pO )
{
    GameObject* pGameObject = _manager->CreateGameObject(pEntry);
    if(pGameObject == NULL || !pGameObject->CreateFromProto(pEntry, _manager->GetMapId(), pX, pY, pZ, pO))
        return NULLGOB;

    pGameObject->SetInstanceID(_manager->GetInstanceID());
    pGameObject->PushToWorld(_manager);
    return pGameObject;
}
		void SpawnCrates(uint32 id, MapMgr* pMapMgr)
		{
			uint32 entry = 190094;
			float x = 0.0f, y = 0.0f, z = 0.0f, o = 0.0f;
			switch(id)
			{
				case 0:
					{
						x = 1570.92f;
						y = 669.933f;
						z = 102.309f;
						o = -1.64061f;
					}
					break;
				case 1:
					{
						x = 1579.42f;
						y = 621.446f;
						z = 99.7329f;
						o = 2.9845f;
					}
					break;
				case 2:
					{
						x = 1629.68f;
						y = 731.367f;
						z = 112.847f;
						o = -0.837757f;
					}
					break;
				case 3:
					{
						x = 1674.39f;
						y = 872.307f;
						z = 120.394f;
						o = -1.11701f;
					}
					break;
				case 4:
					{
						x = 1628.98f;
						y = 812.142f;
						z = 120.689f;
						o = 0.436332f;
					}
					break;
			}
			GameObject* crate = pMapMgr->GetInterface()->GetGameObjectNearestCoords(x, y, z, 190094);
			if(crate)
				crate->Despawn(0, 0);
			GameObject* go = pMapMgr->CreateGameObject(entry);
			go->CreateFromProto(entry, pMapMgr->GetMapId(), x, y, z, o, 0.0f, 0.0f, 0.0f, 0.0f);
			go->PushToWorld(pMapMgr);
		}
Esempio n. 3
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// Spawns the object too, without which you can not interact with the object
GameObject* MapMgr::CreateAndSpawnGameObject(uint32 entryID, float x, float y, float z, float o, float scale)
{
	GameObjectInfo* goi = GameObjectNameStorage.LookupEntry(entryID);
	if(!goi)
	{
		LOG_DEBUG("Error looking up entry in CreateAndSpawnGameObject");
		return NULL;
	}

	LOG_DEBUG("CreateAndSpawnGameObject: By Entry '%u'", entryID);

	GameObject* go = CreateGameObject(entryID);

	//Player *chr = m_session->GetPlayer();
	uint32 mapid = GetMapId();
	// Setup game object
	go->CreateFromProto(entryID, mapid, x, y, z, o);
	go->SetScale(scale);
	go->InitAI();
	go->PushToWorld(this);

	// Create spawn instance
	GOSpawn* gs = new GOSpawn;
	gs->entry = go->GetEntry();
	gs->facing = go->GetOrientation();
	gs->faction = go->GetFaction();
	gs->flags = go->GetUInt32Value(GAMEOBJECT_FLAGS);
	gs->id = objmgr.GenerateGameObjectSpawnID();
	gs->o = 0.0f;
	gs->o1 = go->GetParentRotation(0);
	gs->o2 = go->GetParentRotation(2);
	gs->o3 = go->GetParentRotation(3);
	gs->scale = go->GetScale();
	gs->x = go->GetPositionX();
	gs->y = go->GetPositionY();
	gs->z = go->GetPositionZ();
	gs->state = go->GetByte(GAMEOBJECT_BYTES_1, 0);
	//gs->stateNpcLink = 0;
	gs->overrides = go->GetOverrides();

	uint32 cx = GetPosX(x);
	uint32 cy = GetPosY(y);

	GetBaseMap()->GetSpawnsListAndCreate(cx, cy)->GOSpawns.push_back(gs);
	go->m_spawn = gs;

	MapCell* mCell = GetCell(cx, cy);

	if(mCell != NULL)
		mCell->SetLoaded();

	return go;
}
 void SpawnCrystal(uint32 id)
 {
     uint32 entry = 0;
     float x = 0.0f, y = 0.0f, z = 0.0f, o = 0.0f;
     switch (id)
     {
         case 0:
         {
             entry = GO_RITUAL_CRYSTAL_ENTRY_1;
             x = -392.416f;
             y = -724.865f;
             z = 29.4156f;
             o = M_PI_FLOAT;
         }
         break;
         case 1:
         {
             entry = GO_RITUAL_CRYSTAL_ENTRY_2;
             x = -365.279f;
             y = -751.087f;
             z = 29.4156f;
             o = M_PI_FLOAT;
         }
         break;
         case 2:
         {
             entry = GO_RITUAL_CRYSTAL_ENTRY_3;
             x = -365.41f;
             y = -724.865f;
             z = 29.4156f;
             o = M_PI_FLOAT;
         }
         break;
         case 3:
         {
             entry = GO_RITUAL_CRYSTAL_ENTRY_4;
             x = -392.286f;
             y = -751.087f;
             z = 29.4156f;
             o = M_PI_FLOAT;
         }
         break;
     }
     GameObject* go = _unit->GetMapMgr()->CreateGameObject(entry);
     go->CreateFromProto(entry, _unit->GetMapMgr()->GetMapId(), x, y, z, o, 0.0f, 0.0f, 0.0f, 0.0f);
     go->PushToWorld(_unit->GetMapMgr());
     _unit->m_ObjectSlots[id] = go->GetUIdFromGUID();
 }
Esempio n. 5
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GameObject* MapScriptInterface::SpawnGameObject(uint32 Entry, float cX, float cY, float cZ, float cO, bool AddToWorld, uint32 Misc1, uint32 Misc2)
{
   
	GameObject *pGameObject = mapMgr.CreateGameObject(Entry);
	if(!pGameObject->CreateFromProto(Entry, mapMgr.GetMapId(), cX, cY, cZ, cO))
	{
		delete pGameObject;
		return NULL;
	}
	pGameObject->SetInstanceID(mapMgr.GetInstanceID());

	if(AddToWorld)
		pGameObject->PushToWorld(&mapMgr);

	return pGameObject;
}
Esempio n. 6
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GameObject* CBattleground::SpawnGameObject(uint32 entry, uint32 MapId , float x, float y, float z, float o, uint32 flags, uint32 faction, float scale)
{
	GameObject* go = m_mapMgr->CreateGameObject(entry);

	Arcemu::Util::ArcemuAssert( go != NULL );

	go->CreateFromProto(entry, MapId, x, y, z, o);

	go->SetFaction(faction);
	go->SetScale(scale);
	go->SetUInt32Value(GAMEOBJECT_FLAGS, flags);
	go->SetPosition(x, y, z, o);
	go->SetInstanceID(m_mapMgr->GetInstanceID());

	return go;
}
Esempio n. 7
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GameObject * CBattleground::SpawnGameObject(uint32 entry,uint32 MapId , float x, float y, float z, float o, uint32 flags, uint32 faction, float scale)
{
	GameObject *go = m_mapMgr->CreateGameObject(entry);

	go->CreateFromProto(entry, MapId, x, y, z, o);

	go->SetUInt32Value(GAMEOBJECT_FACTION,faction);
	go->SetFloatValue(OBJECT_FIELD_SCALE_X,scale);	
	go->SetUInt32Value(GAMEOBJECT_FLAGS, flags);
	go->SetFloatValue(GAMEOBJECT_POS_X, x);
	go->SetFloatValue(GAMEOBJECT_POS_Y, y);
	go->SetFloatValue(GAMEOBJECT_POS_Z, z);
	go->SetFloatValue(GAMEOBJECT_FACING, o);
	go->SetInstanceID(m_mapMgr->GetInstanceID());
	go->m_battleground = this;

	return go;
}
GameObject* MapScriptInterface::SpawnGameObject(uint32 Entry, float cX, float cY, float cZ, float cO, bool AddToWorld, uint32 Misc1, uint32 Misc2)
{
	if( mapMgr._shutdown == true )
		return NULL;
   
	GameObject *pGameObject = mapMgr.CreateGameObject(Entry);
	if(!pGameObject->CreateFromProto(Entry, mapMgr.GetMapId(), cX, cY, cZ, cO))
	{
		sGarbageCollection.AddObject( pGameObject );
		pGameObject = NULL;
		return NULL;
	}
	pGameObject->SetInstanceID(mapMgr.GetInstanceID());

	if(AddToWorld)
		pGameObject->PushToWorld(&mapMgr);

	return pGameObject;
}
 void OnDamageTaken(Unit* mAttacker, uint32 fAmount)
 {
     if (_unit->HasAura(52723))    //handling a dummy :)
     {
         _unit->Heal(_unit, 52723, fAmount / 2);
     }
     if (_unit->GetHealthPct() < 2)
     {
         //lala
         _unit->Root();
         _unit->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_2);
         for (uint8 i = 0; i < 7; i++)
             _unit->SchoolImmunityList[i] = 1;
         RemoveAIUpdateEvent();
         _unit->SendScriptTextChatMessage(SAY_MALGANIS_17);
         //spawn a chest and go
         GameObject* go = _unit->GetMapMgr()->CreateGameObject(190663);
         go->CreateFromProto(190663, _unit->GetMapMgr()->GetMapId(), _unit->GetPositionX(), _unit->GetPositionY(), _unit->GetPositionZ(), _unit->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f);
         go->PushToWorld(_unit->GetMapMgr());
         _unit->Despawn(1, 0);
     }
 }
		void OnDamageTaken(Unit* mAttacker, uint32 fAmount)
		{
			if(_unit->HasAura(52723))    //handling a dummy :)
			{
				_unit->Heal(_unit, 52723, fAmount / 2);
			}
			if(_unit->GetHealthPct() < 2)
			{
				//lala
				_unit->Root();
				_unit->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_2);
				for(uint8 i = 0; i < 7; i++)
					_unit->SchoolImmunityList[i] = 1;
				RemoveAIUpdateEvent();
				_unit->SendChatMessage(CHAT_MSG_MONSTER_YELL, LANG_UNIVERSAL, "Your journey has just begun, young prince. Gather your forces, and meet me in the arctic land of Northrend. It is there we shall settle the score between us. It is there that your true destiny will unfold.");
				_unit->PlaySoundToSet(14412);
				//spawn a chest and go
				GameObject* go = _unit->GetMapMgr()->CreateGameObject(190663);
				go->CreateFromProto(190663, _unit->GetMapMgr()->GetMapId(), _unit->GetPositionX(), _unit->GetPositionY(), _unit->GetPositionZ(), _unit->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f);
				go->PushToWorld(_unit->GetMapMgr());
				_unit->Despawn(1, 0);
			}
		}
Esempio n. 11
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bool ChatHandler::HandleGOSpawn(const char *args, WorldSession *m_session)
{
	std::stringstream sstext;

	char* pEntryID = strtok((char*)args, " ");
	if (!pEntryID)
		return false;

	uint32 EntryID  = atoi(pEntryID);

	bool Save = false;
	char* pSave = strtok(NULL, " ");
	if (pSave)
		Save = (atoi(pSave)>0?true:false);

	GameObjectInfo* goi = GameObjectNameStorage.LookupEntry(EntryID);
	if(!goi)
	{
		sstext << "GameObject Info '" << EntryID << "' Not Found" << '\0';
		SystemMessage(m_session, sstext.str().c_str());
		return true;
	}

	sLog.outDebug("Spawning GameObject By Entry '%u'", EntryID);
	sstext << "Spawning GameObject By Entry '" << EntryID << "'" << '\0';
	SystemMessage(m_session, sstext.str().c_str());

	GameObject *go = m_session->GetPlayer()->GetMapMgr()->CreateGameObject(EntryID);

	Player *chr = m_session->GetPlayer();
	uint32 mapid = chr->GetMapId();
	float x = chr->GetPositionX();
	float y = chr->GetPositionY();
	float z = chr->GetPositionZ();
	float o = chr->GetOrientation();

	go->SetInstanceID(chr->GetInstanceID());
	go->CreateFromProto(EntryID,mapid,x,y,z,o);

	/* f**k blizz coordinate system */
	go->SetFloatValue(GAMEOBJECT_ROTATION_02, sinf(o / 2));
	go->SetFloatValue(GAMEOBJECT_ROTATION_03, cosf(o / 2));
	go->PushToWorld(m_session->GetPlayer()->GetMapMgr());

	// Create sapwn instance
	GOSpawn * gs = new GOSpawn;
	gs->entry = go->GetEntry();
	gs->facing = go->GetOrientation();
	gs->faction = go->GetUInt32Value(GAMEOBJECT_FACTION);
	gs->flags = go->GetUInt32Value(GAMEOBJECT_FLAGS);
	gs->id = objmgr.GenerateGameObjectSpawnID();
	gs->o = go->GetFloatValue(GAMEOBJECT_ROTATION);
	gs->o1 = go->GetFloatValue(GAMEOBJECT_ROTATION_01);
	gs->o2 = go->GetFloatValue(GAMEOBJECT_ROTATION_02);
	gs->o3 = go->GetFloatValue(GAMEOBJECT_ROTATION_03);
	gs->scale = go->GetFloatValue(OBJECT_FIELD_SCALE_X);
	gs->x = go->GetPositionX();
	gs->y = go->GetPositionY();
	gs->z = go->GetPositionZ();
	gs->state = go->GetUInt32Value(GAMEOBJECT_STATE);
	//gs->stateNpcLink = 0;

	uint32 cx = m_session->GetPlayer()->GetMapMgr()->GetPosX(m_session->GetPlayer()->GetPositionX());
	uint32 cy = m_session->GetPlayer()->GetMapMgr()->GetPosY(m_session->GetPlayer()->GetPositionY());

	m_session->GetPlayer()->GetMapMgr()->GetBaseMap()->GetSpawnsListAndCreate(cx,cy)->GOSpawns.push_back(gs);
	go->m_spawn = gs;

	//go->AddToWorld();

	if(Save == true)
	{
		// If we're saving, create template and add index
		go->SaveToDB();
	}
	sGMLog.writefromsession( m_session, "spawned gameobject %s, entry %u at %u %f %f %f%s", GameObjectNameStorage.LookupEntry(gs->entry)->Name, gs->entry, m_session->GetPlayer()->GetMapId(), gs->x, gs->y, gs->z, Save ? ", saved in DB" : "" );
	return true;
}
Esempio n. 12
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bool ChatHandler::HandleGOSpawn(const char* args, WorldSession* m_session)
{
	std::stringstream sstext;

	char* pEntryID = strtok((char*)args, " ");
	if(!pEntryID)
		return false;

	uint32 EntryID  = atoi(pEntryID);

	bool Save = false;
	char* pSave = strtok(NULL, " ");
	if(pSave)
		Save = (atoi(pSave) > 0 ? true : false);

	GameObjectInfo* goi = GameObjectNameStorage.LookupEntry(EntryID);
	if(!goi)
	{
		sstext << "GameObject Info '" << EntryID << "' Not Found" << '\0';
		SystemMessage(m_session, sstext.str().c_str());
		return true;
	}

	LOG_DEBUG("Spawning GameObject By Entry '%u'", EntryID);
	sstext << "Spawning GameObject By Entry '" << EntryID << "'" << '\0';
	SystemMessage(m_session, sstext.str().c_str());

	Player* chr = m_session->GetPlayer();

	GameObject* go = chr->GetMapMgr()->CreateGameObject(EntryID);

	uint32 mapid = chr->GetMapId();
	float x = chr->GetPositionX();
	float y = chr->GetPositionY();
	float z = chr->GetPositionZ();
	float o = chr->GetOrientation();

	go->CreateFromProto(EntryID, mapid, x, y, z, o);
	go->PushToWorld(chr->GetMapMgr());
	go->Phase(PHASE_SET, chr->GetPhase());
	// Create spawn instance
	GOSpawn* gs = new GOSpawn;
	gs->entry = go->GetEntry();
	gs->facing = go->GetOrientation();
	gs->faction = go->GetFaction();
	gs->flags = go->GetUInt32Value(GAMEOBJECT_FLAGS);
	gs->id = objmgr.GenerateGameObjectSpawnID();
	gs->o = 0.0f;
	gs->o1 = go->GetParentRotation(0);
	gs->o2 = go->GetParentRotation(2);
	gs->o3 = go->GetParentRotation(3);
	gs->scale = go->GetScale();
	gs->x = go->GetPositionX();
	gs->y = go->GetPositionY();
	gs->z = go->GetPositionZ();
	gs->state = go->GetByte(GAMEOBJECT_BYTES_1, 0);
	//gs->stateNpcLink = 0;
	gs->phase = go->GetPhase();
	gs->overrides = go->GetOverrides();

	uint32 cx = chr->GetMapMgr()->GetPosX(chr->GetPositionX());
	uint32 cy = chr->GetMapMgr()->GetPosY(chr->GetPositionY());

	chr->GetMapMgr()->GetBaseMap()->GetSpawnsListAndCreate(cx, cy)->GOSpawns.push_back(gs);
	go->m_spawn = gs;

	MapCell* mCell = chr->GetMapMgr()->GetCell(cx, cy);

	if(mCell != NULL)
		mCell->SetLoaded();

	if(Save == true)
	{
		// If we're saving, create template and add index
		go->SaveToDB();
		go->m_loadedFromDB = true;
	}
	sGMLog.writefromsession(m_session, "spawned gameobject %s, entry %u at %u %f %f %f%s", GameObjectNameStorage.LookupEntry(gs->entry)->Name, gs->entry, chr->GetMapId(), gs->x, gs->y, gs->z, Save ? ", saved in DB" : "");
	return true;
}
Esempio n. 13
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bool ChatHandler::HandleGOSpawn(const char *args, WorldSession *m_session)
{
	std::stringstream sstext;

	char* pEntryID = strtok((char*)args, " ");
	if (!pEntryID)
		return false;

	uint32 EntryID  = atoi(pEntryID);

	bool Save = false;
	char* pSave = strtok(NULL, " ");
	if (pSave)
		Save = (atoi(pSave)>0?true:false);

	OUT_DEBUG("Spawning GameObject By Entry '%u'", EntryID);
	sstext << "Spawning GameObject By Entry '" << EntryID << "'" << '\0';
	SystemMessage(m_session, sstext.str().c_str());

	GameObject* go = m_session->GetPlayer()->GetMapMgr()->CreateGameObject(EntryID);
	if(go == NULL)
	{
		sstext << "GameObject Info '" << EntryID << "' Not Found" << '\0';
		SystemMessage(m_session, sstext.str().c_str());
		return true;
	}

	Player* chr = m_session->GetPlayer();
	uint32 mapid = chr->GetMapId();
	float x = chr->GetPositionX();
	float y = chr->GetPositionY();
	float z = chr->GetPositionZ();
	float o = chr->GetOrientation();

	go->SetInstanceID(chr->GetInstanceID());
	go->CreateFromProto(EntryID,mapid,x,y,z,o,0.0f,0.0f,0.0f,0.0f);

	go->PushToWorld(m_session->GetPlayer()->GetMapMgr());

	// Create spawn instance
	GOSpawn * gs = new GOSpawn;
	gs->entry = go->GetEntry();
	gs->facing = go->GetOrientation();
	gs->faction = go->GetUInt32Value(GAMEOBJECT_FACTION);
	gs->flags = go->GetUInt32Value(GAMEOBJECT_FLAGS);
	gs->id = objmgr.GenerateGameObjectSpawnID();
	gs->orientation1 = go->GetFloatValue(GAMEOBJECT_ROTATION);
	gs->orientation2 = go->GetFloatValue(GAMEOBJECT_ROTATION_01);
	gs->orientation3 = go->GetFloatValue(GAMEOBJECT_ROTATION_02);
	gs->orientation4 = go->GetFloatValue(GAMEOBJECT_ROTATION_03);
	gs->scale = go->GetFloatValue(OBJECT_FIELD_SCALE_X);
	gs->x = go->GetPositionX();
	gs->y = go->GetPositionY();
	gs->z = go->GetPositionZ();
	gs->state = go->GetByte(GAMEOBJECT_BYTES_1, GAMEOBJECT_BYTES_STATE);
	gs->phase = 1;

	uint32 cx = m_session->GetPlayer()->GetMapMgr()->GetPosX(m_session->GetPlayer()->GetPositionX());
	uint32 cy = m_session->GetPlayer()->GetMapMgr()->GetPosY(m_session->GetPlayer()->GetPositionY());

	m_session->GetPlayer()->GetMapMgr()->GetBaseMap()->GetSpawnsListAndCreate(cx,cy)->GOSpawns.push_back(gs);
	go->m_spawn = gs;


	if(Save == true)
	{
		// If we're saving, create template and add index
		go->SaveToDB();
	}
	return true;
}
Esempio n. 14
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bool ChatHandler::HandleGOSpawn(const char *args, WorldSession *m_session)
{
    if(!args)
        return false;

    char* pEntryID = strtok((char*)args, " ");
    if (!pEntryID)
        return false;

    uint32 EntryID = atoi(pEntryID);
    if((GameObjectNameStorage.LookupEntry(EntryID) == NULL) || (objmgr.SQLCheckExists("gameobject_names", "entry", EntryID) == NULL))
    {
        RedSystemMessage(m_session, "Invalid Gameobject ID(%u).", EntryID);
        return true;
    }

    bool Save = m_session->HasGMPermissions() ? true : false;
    char* pSave = strtok(NULL, " ");
    if(pSave)
        Save = (atoi(pSave) > 0 ? true : false);

    GameObject* go = m_session->GetPlayer()->GetMapMgr()->CreateGameObject(EntryID);
    if(go == NULL)
    {
        RedSystemMessage(m_session, "Spawn of Gameobject(%u) failed.", EntryID);
        return true;
    }
    go->Init();

    Player* chr = m_session->GetPlayer();
    uint32 mapid = chr->GetMapId();
    float x = chr->GetPositionX();
    float y = chr->GetPositionY();
    float z = chr->GetPositionZ();
    float o = chr->GetOrientation();
    go->CreateFromProto(EntryID,mapid,x,y,z,o);
    BlueSystemMessage(m_session, "Spawning Gameobject(%u) at current position", EntryID);

    if(Save == true) // If we're saving, create template and add index
    {
        // Create spawn instance
        GOSpawn *gs = new GOSpawn;
        gs->entry = go->GetEntry();
        gs->facing = go->GetOrientation();
        gs->faction = go->GetUInt32Value(GAMEOBJECT_FACTION);
        gs->flags = go->GetUInt32Value(GAMEOBJECT_FLAGS);
        gs->id = objmgr.GenerateGameObjectSpawnID();
        gs->scale = go->GetFloatValue(OBJECT_FIELD_SCALE_X);
        gs->x = x;
        gs->y = y;
        gs->z = z;
        gs->state = go->GetByte(GAMEOBJECT_BYTES_1, GAMEOBJECT_BYTES_STATE);
        gs->phase = chr->GetPhaseMask();
        go->Load(gs);
        go->SaveToDB();
        uint32 cx = chr->GetMapMgr()->GetPosX(x);
        uint32 cy = chr->GetMapMgr()->GetPosY(y);
        chr->GetMapMgr()->AddGoSpawn(cx, cy, gs);
    }

    go->SetPhaseMask(chr->GetPhaseMask());
    go->SetInstanceID(chr->GetInstanceID());
    go->PushToWorld(m_session->GetPlayer()->GetMapMgr());

    sWorld.LogGM(m_session, "Spawned gameobject %u at %f %f %f (%s)", EntryID, x, y, z, Save ? "Saved" : "Not Saved");
    return true;
}
Esempio n. 15
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int LuaGlobalFunctions_PerformIngameSpawn(lua_State * L)
{
	uint32 spawntype = luaL_checkint(L, 1);
	uint32 entry = luaL_checkint(L, 2);
	uint32 map = luaL_checkint(L, 3);
	float x = CHECK_FLOAT(L, 4);
	float y = CHECK_FLOAT(L, 5);
	float z = CHECK_FLOAT(L, 6);
	float o = CHECK_FLOAT(L, 7);
	uint32 faction = luaL_checkint(L, 8); //also scale as percentage
	uint32 duration = luaL_checkint(L, 9);
	uint32 equip1 = luaL_optint(L, 10, 1);
	uint32 equip2 = luaL_optint(L, 11, 1);
	uint32 equip3 = luaL_optint(L, 12, 1);
	//13: instance id
	uint32 save = luaL_optint(L, 14, 0);
	if(x && y && z && entry)
	{
		if (spawntype == 1) //Unit
		{ 
			CreatureProto *p = CreatureProtoStorage.LookupEntry(entry);
			CreatureInfo *i = CreatureNameStorage.LookupEntry(entry);
			if (p == NULL || i == NULL)
				RET_NIL(true);

			MapMgr *mapMgr = sInstanceMgr.GetMapMgr(map);
			if (mapMgr == NULL)
				RET_NIL(true);

			int32 instanceid = luaL_optint(L, 13, mapMgr->GetInstanceID());
			CreatureSpawn * sp = new CreatureSpawn();
			sp->entry = entry;
			sp->id = objmgr.GenerateCreatureSpawnID();
			sp->x = x;
			sp->y = y;
			sp->z = z;
			sp->o = o;
			sp->emote_state = 0;
			sp->flags = 0;
			sp->factionid = faction;
			sp->stand_state = 0;
			sp->phase = 1;
			sp->vehicle = p->vehicle_entry > 0 ? true : false;
			sp->Bytes = NULL;
			sp->ChannelData = NULL;
			sp->MountedDisplay = NULL;

			Creature * pCreature = NULL;
			if(sp->vehicle)
			{
				pCreature = TO_CREATURE(mapMgr->CreateVehicle(entry));
				TO_VEHICLE(pCreature)->Load(sp, mapMgr->iInstanceMode, NULL);
			}
			else
			{
				pCreature = mapMgr->CreateCreature(entry);
				pCreature->Load(sp, mapMgr->iInstanceMode, NULL);
			}

			pCreature->m_loadedFromDB = true;
			pCreature->SetFaction(faction);
			pCreature->SetInstanceID(instanceid);
			pCreature->SetMapId(map);
			pCreature->m_noRespawn = true;
			pCreature->PushToWorld(mapMgr);
			if (duration>0) 
				pCreature->Despawn(duration,0);
			if (save)
				pCreature->SaveToDB();
			Lunar<Unit>::push(L,TO_UNIT(pCreature));
		}
		else if (spawntype == 2) //GO
		{ 
			GameObjectInfo *n = GameObjectNameStorage.LookupEntry(entry);
			if (n == NULL)
				RET_NIL(true);

			MapMgr *mapMgr = sInstanceMgr.GetMapMgr(map);
			if (mapMgr == NULL)
				RET_NIL(true);

			int32 instanceid = luaL_optint(L, 13, mapMgr->GetInstanceID());

			GameObject *go = mapMgr->CreateGameObject(entry);
			go->SetInstanceID(instanceid);
			go->CreateFromProto(entry,map,x,y,z,o);

			// Create spawn instance
			GOSpawn * gs = new GOSpawn;
			gs->entry = go->GetEntry();
			gs->facing = go->GetOrientation();
			gs->faction = go->GetFaction();
			gs->flags = go->GetUInt32Value(GAMEOBJECT_FLAGS);
			gs->id = objmgr.GenerateGameObjectSpawnID();
			gs->scale = go->GetUInt32Value(OBJECT_FIELD_SCALE_X);
			gs->x = go->GetPositionX();
			gs->y = go->GetPositionY();
			gs->z = go->GetPositionZ();
			gs->state = go->GetByte(GAMEOBJECT_BYTES_1, 0);
			gs->phase = 0;

			go->m_spawn = gs;
			go->PushToWorld(mapMgr);
			if (duration)
				sEventMgr.AddEvent(go,&GameObject::ExpireAndDelete,EVENT_GAMEOBJECT_UPDATE,duration,1,EVENT_FLAG_DO_NOT_EXECUTE_IN_WORLD_CONTEXT);
			if (save)
				go->SaveToDB();
			Lunar<GameObject>::push(L,go);
		}
		else
			RET_NIL(true);
	}
	else
		RET_NIL(true);
	return 1;
}