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authorXTZGZoReX <none@none>2009-12-22 02:39:39 +0100
committerXTZGZoReX <none@none>2009-12-22 02:39:39 +0100
commit9d342e2ab69a8b2e9e7dd1e459a30a71e695a42e (patch)
treecf4f970f92ef2cd8c3d1c095a2e268efda6a9325 /src/game/ObjectMgr.cpp
parentc0c72c28f6e83c45495ddc3a7f8fa6d41e9dd387 (diff)
* 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
Diffstat (limited to 'src/game/ObjectMgr.cpp')
-rw-r--r--src/game/ObjectMgr.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/ObjectMgr.cpp b/src/game/ObjectMgr.cpp
index fe3fd606de3..06f831898f4 100644
--- a/src/game/ObjectMgr.cpp
+++ b/src/game/ObjectMgr.cpp
@@ -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;
}
}