whoa/src/object/client/CGObject_C.cpp
2026-01-13 19:21:19 -06:00

74 lines
1.6 KiB
C++

#include "object/client/CGObject_C.hpp"
#include "object/client/ObjMgr.hpp"
CGObject_C::CGObject_C(uint32_t time, CClientObjCreate& objCreate) {
// TODO
ClntObjMgrLinkInNewObject(this);
// TODO
}
void CGObject_C::AddWorldObject() {
// TODO
}
void CGObject_C::Reenable() {
// TODO
}
void CGObject_C::SetBlock(uint32_t block, uint32_t value) {
auto storage = reinterpret_cast<uint32_t*>(this->m_obj);
storage[block] = value;
}
void CGObject_C::SetDisablePending(int32_t pending) {
// TODO
}
void CGObject_C::SetStorage(uint32_t* storage, uint32_t* saved) {
this->m_obj = reinterpret_cast<CGObjectData*>(&storage[CGObject::GetBaseOffset()]);
this->m_objSaved = &saved[CGObject::GetBaseOffsetSaved()];
}
void CGObject_C::SetTypeID(OBJECT_TYPE_ID typeID) {
this->m_typeID = typeID;
switch (typeID) {
case ID_OBJECT:
this->m_obj->m_type = HIER_TYPE_OBJECT;
break;
case ID_ITEM:
this->m_obj->m_type = HIER_TYPE_ITEM;
break;
case ID_CONTAINER:
this->m_obj->m_type = HIER_TYPE_CONTAINER;
break;
case ID_UNIT:
this->m_obj->m_type = HIER_TYPE_UNIT;
break;
case ID_PLAYER:
this->m_obj->m_type = HIER_TYPE_PLAYER;
break;
case ID_GAMEOBJECT:
this->m_obj->m_type = HIER_TYPE_GAMEOBJECT;
break;
case ID_DYNAMICOBJECT:
this->m_obj->m_type = HIER_TYPE_DYNAMICOBJECT;
break;
case ID_CORPSE:
this->m_obj->m_type = HIER_TYPE_CORPSE;
break;
default:
break;
}
}