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Core/Misc: corrected some oversights in recent commits
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@@ -419,8 +419,8 @@ void GuildMgr::LoadGuilds()
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// Delete orphan guild bank items
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CharacterDatabase.DirectExecute("DELETE gbi FROM guild_bank_item gbi LEFT JOIN guild g ON gbi.guildId = g.guildId WHERE g.guildId IS NULL");
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// 0 1 2 3 4 5 6 7 8 9 10 11
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QueryResult result = CharacterDatabase.Query("SELECT creatorGuid, giftCreatorGuid, count, duration, charges, flags, enchantments, randomPropertyType randomPropertyId, durability, creationTime, text, "
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// 0 1 2 3 4 5 6 7 8 9 10 11
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QueryResult result = CharacterDatabase.Query("SELECT creatorGuid, giftCreatorGuid, count, duration, charges, flags, enchantments, randomPropertyType, randomPropertyId, durability, creationTime, text, "
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// 12 13 14 15 16
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"guildid, TabId, SlotId, item_guid, itemEntry FROM guild_bank_item gbi INNER JOIN item_instance ii ON gbi.item_guid = ii.guid");
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@@ -58,11 +58,13 @@ void WaypointMovementGenerator<Creature>::DoInitialize(Creature* creature)
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}
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// Determine our first waypoint that we want to approach.
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uint32 currentWaypointNode = creature->GetCreatureData()->currentwaypoint;
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if (_path->Nodes.size() > currentWaypointNode)
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if (CreatureData const* creatureData = creature->GetCreatureData())
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{
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creature->UpdateCurrentWaypointInfo(currentWaypointNode, _path->Id);
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_currentNode = currentWaypointNode;
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if (_path->Nodes.size() > creatureData->currentwaypoint)
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{
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creature->UpdateCurrentWaypointInfo(creatureData->currentwaypoint, _path->Id);
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_currentNode = creatureData->currentwaypoint;
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}
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}
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// We launch the first movement after a initial 1s delay.
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