From 6b0f11d6b9a8090550b92bb3fd654c11f70e0bdb Mon Sep 17 00:00:00 2001 From: Ovahlord Date: Sun, 28 Feb 2021 16:27:05 +0100 Subject: [PATCH] Core/Creatures: always fall back to base creature data when selecting display IDs for difficulty entries Some sniffed query packets contain display IDs for difficulty entries that are completely wrong so we are safe to assume that we always fall back to the display of the original creature ID instead of the one of the difficulty entry --- src/server/game/Entities/Creature/Creature.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index 48f416983a6..04811b706b0 100644 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -518,7 +518,7 @@ bool Creature::InitEntry(uint32 entry, CreatureData const* data /*= nullptr*/) return false; } - uint32 displayID = ObjectMgr::ChooseDisplayId(GetCreatureTemplate(), data); + uint32 displayID = ObjectMgr::ChooseDisplayId(normalInfo, data); CreatureModelInfo const* minfo = nullptr; if (!data || !data->displayid) minfo = sObjectMgr->GetCreatureModelRandomGender(&displayID);