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authorBrian <runningnak3d@gmail.com>2010-02-18 02:07:20 -0700
committerBrian <runningnak3d@gmail.com>2010-02-18 02:07:20 -0700
commita95dd226e435c204c3fdd183336da975139eee5b (patch)
tree65280b03928ecc5413d8faa8721af9760ec0b121 /src/game/ObjectMgr.cpp
parent746052f5618dab6f3d54b77ef7c656f637ae46c3 (diff)
* Properly display missing vehicle IDs on startup
--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 3de2bf13232..e19c5e850e4 100644
--- a/src/game/ObjectMgr.cpp
+++ b/src/game/ObjectMgr.cpp
@@ -732,7 +732,7 @@ void ObjectMgr::LoadCreatureTemplates()
if (cInfo->VehicleId)
{
- VehicleEntry const* vehId = sVehicleStore.LookupEntry(cInfo->Entry);
+ VehicleEntry const* vehId = sVehicleStore.LookupEntry(cInfo->VehicleId);
if (!vehId)
sLog.outErrorDb("Creature (Entry: %u) has a non-existing VehicleId (%u). This *WILL* cause the client to freeze!", cInfo->Entry, cInfo->VehicleId);
}