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authorAokromes <Aokromes@users.noreply.github.com>2019-05-15 23:12:38 +0200
committerShauren <shauren.trinity@gmail.com>2021-12-05 18:20:36 +0100
commit1d22ade73f5108bd1e0c2dddb8149a93791cc79f (patch)
tree72d2680bd5bc8627f138f45c0c7bb432e173d96c
parent1f0801ae3d5c2430f24b5ea71b3a38bf4f973428 (diff)
Core/Creature: equipment_id field on creature table is not working correctly, if it's set to 0 the npc still spawn with the equipement. (#23273)
By Malcrom Closes #16416 (cherry picked from commit 61ba477c7733e2d69f1bc287f2bff853cbc67d16)
-rw-r--r--src/server/game/Entities/Creature/Creature.cpp8
1 files changed, 5 insertions, 3 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index c052806c7e7..32094b774fa 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -542,9 +542,11 @@ bool Creature::InitEntry(uint32 entry, CreatureData const* data /*= nullptr*/)
SetNativeDisplayId(model.CreatureDisplayID, model.DisplayScale);
// Load creature equipment
- if (!data || data->equipmentId == 0)
- LoadEquipment(); // use default equipment (if available)
- else // override, 0 means no equipment
+ if (!data)
+ LoadEquipment(); // use default equipment (if available) for summons
+ else if (data->equipmentId == 0)
+ LoadEquipment(0); // 0 means no equipment for creature table
+ else
{
m_originalEquipmentId = data->equipmentId;
LoadEquipment(data->equipmentId);