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authorModoX <moardox@gmail.com>2024-01-09 23:24:04 +0100
committerfunjoker <funjoker109@gmail.com>2024-01-10 20:21:51 +0100
commitc740c695378673036b2e925925029e797fee815a (patch)
treecdc94200aee8ea7b2e42f13e4453cad3605bc04b
parent1e52acfc0bd9e79b082029c2fbf94ae0f31f35ac (diff)
Core/Conversations: Use WorldObject actors if CreatureId is not provided in conversation_actors
(cherry picked from commit 0b9926961ea6a0742357ee6ce8ff824761f6933c)
-rw-r--r--src/server/game/Globals/ConversationDataStore.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Globals/ConversationDataStore.cpp b/src/server/game/Globals/ConversationDataStore.cpp
index 4a96244cf39..68a3b74cf65 100644
--- a/src/server/game/Globals/ConversationDataStore.cpp
+++ b/src/server/game/Globals/ConversationDataStore.cpp
@@ -178,7 +178,7 @@ void ConversationDataStore::LoadConversationTemplates()
actor.Data.emplace<ConversationActorActivePlayerTemplate>();
else if (noActorObject)
actor.Data.emplace<ConversationActorNoObjectTemplate>();
- else if (data.SpawnId)
+ else if (data.SpawnId || !data.CreatureId) // @TODO: remove CreatureId check when actor flags are implemented
actor.Data.emplace<ConversationActorWorldObjectTemplate>();
else
actor.Data.emplace<ConversationActorTalkingHeadTemplate>();