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authormaximius <none@none>2009-09-23 22:09:20 -0700
committermaximius <none@none>2009-09-23 22:09:20 -0700
commit8ccf471bcb0584737463f430435c209460f4c152 (patch)
treef9bf27b772094279b959ffbcebbf3b046d917147 /src/game/Creature.cpp
parent906b00465ad7c41a018a6c6ea3f37b6c466d38cd (diff)
*Force creatures to choose a new, random model on spawn/respawn
*Change the damage formula to include weapon min/max damage.. previous method did not work properly at all. --HG-- branch : trunk
Diffstat (limited to 'src/game/Creature.cpp')
-rw-r--r--src/game/Creature.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/game/Creature.cpp b/src/game/Creature.cpp
index a9b4aa0bec5..dda642c9504 100644
--- a/src/game/Creature.cpp
+++ b/src/game/Creature.cpp
@@ -724,6 +724,7 @@ bool Creature::Create(uint32 guidlow, Map *map, uint32 phaseMask, uint32 Entry,
}
LoadCreaturesAddon();
}
+ SetDisplayId(GetCreatureInfo()->GetRandomValidModelId());
return bResult;
}
@@ -1843,6 +1844,8 @@ void Creature::Respawn(bool force)
else
setDeathState( JUST_ALIVED );
+ SetDisplayId(cinfo->GetRandomValidModelId());
+
//Call AI respawn virtual function
AI()->JustRespawned();