* More DB tweaks:

- Load GO even if it has no displayid - while it's wrong, it's not something that'll kill the client anyway.
- Don't warn about non-existing loot templates for GOs - this is to allow some WDB data to be filled in (GOs that have no spawns and thus no gameobject_loot_template entries).

--HG--
branch : trunk
This commit is contained in:
XTZGZoReX
2009-12-22 02:39:39 +01:00
parent c0c72c28f6
commit 9d342e2ab6
2 changed files with 6 additions and 5 deletions

View File

@@ -1253,10 +1253,11 @@ void LoadLootTemplates_Gameobject()
{
if (uint32 lootid = gInfo->GetLootId())
{
if (!ids_set.count(lootid))
LootTemplates_Gameobject.ReportNotExistedId(lootid);
else
ids_setUsed.insert(lootid);
//if (!ids_set.count(lootid))
// LootTemplates_Gameobject.ReportNotExistedId(lootid);
//else
// ids_setUsed.insert(lootid);
ids_setUsed.insert(lootid);
}
}
}

View File

@@ -1584,7 +1584,7 @@ void ObjectMgr::LoadGameobjects()
break;
default:
sLog.outErrorDb("Gameobject (GUID: %u Entry %u GoType: %u) doesn't have displayId (%u), not loaded.", guid, entry, gInfo->type, gInfo->displayId);
continue;
break;
}
}