bool GameObject::Create(uint32 guidlow, uint32 name_id, uint32 mapid, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, uint32 dynflags) { Relocate(x,y,z,ang); SetMapId(mapid); if(!IsPositionValid()) { sLog.outError("ERROR: Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates isn't valid (X: %f Y: %f)",guidlow,name_id,x,y); return false; } Object::_Create(guidlow, HIGHGUID_GAMEOBJECT); m_DBTableGuid = guidlow; GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(name_id); if (!goinfo) { sLog.outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist entry in `gameobject_template`. Map: %u (X: %f Y: %f Z: %f) ang: %f rotation0: %f rotation1: %f rotation2: %f rotation3: %f",guidlow, name_id, mapid, x, y, z, ang, rotation0, rotation1, rotation2, rotation3); return false; } if (goinfo->type >= MAX_GAMEOBJECT_TYPE) { sLog.outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist GO type '%u' in `gameobject_template`. It's will crash client if created.",guidlow,name_id,goinfo->type); return false; } // SetUInt32Value(GAMEOBJECT_TIMESTAMP, (uint32)time(NULL)); SetFloatValue(GAMEOBJECT_POS_X, x); SetFloatValue(GAMEOBJECT_POS_Y, y); SetFloatValue(GAMEOBJECT_POS_Z, z); SetFloatValue(GAMEOBJECT_FACING, ang); //this is not facing angle SetFloatValue (GAMEOBJECT_ROTATION, rotation0); SetFloatValue (GAMEOBJECT_ROTATION+1, rotation1); SetFloatValue (GAMEOBJECT_ROTATION+2, rotation2); SetFloatValue (GAMEOBJECT_ROTATION+3, rotation3); SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size); SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction); SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags); m_flags = goinfo->flags; SetUInt32Value (OBJECT_FIELD_ENTRY, goinfo->id); SetUInt32Value (GAMEOBJECT_DISPLAYID, goinfo->displayId); SetUInt32Value (GAMEOBJECT_STATE, 1); SetUInt32Value (GAMEOBJECT_TYPE_ID, goinfo->type); SetUInt32Value (GAMEOBJECT_ANIMPROGRESS, animprogress); SetUInt32Value (GAMEOBJECT_DYN_FLAGS, dynflags); //Notify the map's instance data. //Only works if you create the object in it, not if it is moves to that map. //Normally non-players do not teleport to other maps. Map *map = MapManager::Instance().GetMap(GetMapId(), this); if(map && map->GetInstanceData()) { map->GetInstanceData()->OnObjectCreate(this); } return true; }