*Consider model 11686 as trigger and do not allow they to choose random model. This fix the bug that some triggers are visible.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-06-03 00:36:44 -05:00
parent 214741e9e5
commit 7fd22f063b
2 changed files with 7 additions and 7 deletions

View File

@@ -1128,7 +1128,11 @@ void ObjectMgr::LoadCreatures()
}
// I do not know why but in db most display id are not zero
if(data.displayid == cInfo->Modelid_A1 || data.displayid == cInfo->Modelid_A2
if(data.displayid == 11686)
{
(const_cast<CreatureInfo*>(cInfo))->flags_extra |= CREATURE_FLAG_EXTRA_TRIGGER;
}
else if(data.displayid == cInfo->Modelid_A1 || data.displayid == cInfo->Modelid_A2
|| data.displayid == cInfo->Modelid_H1 || data.displayid == cInfo->Modelid_H2)
data.displayid = 0;
@@ -1172,6 +1176,8 @@ void ObjectMgr::LoadCreatures()
sLog.outErrorDb("Table `creature` have creature (GUID: %u Entry: %u) with `MovementType`=1 (random movement) but with `spawndist`=0, replace by idle movement type (0).",guid,data.id );
data.movementType = IDLE_MOTION_TYPE;
}
else if(cInfo->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER)
data.movementType = IDLE_MOTION_TYPE;
}
else if(data.movementType == IDLE_MOTION_TYPE)
{