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authorNay <dnpd.dd@gmail.com>2013-02-18 12:24:18 +0000
committerNay <dnpd.dd@gmail.com>2013-02-18 12:24:18 +0000
commit028c72a9f2c606e8af391d284931c60247ad0160 (patch)
tree36e084637e6d9ad0bc954b506fefd0e839724d08 /src/server/game/AI/ScriptedAI
parent87d4e8c0673c6482b27bd2135a1e3c04874eb0ca (diff)
Core/NPCs: Refactor equipments
- creature_template.equipment_id deleted - creature_equip_template.entry == creature_template.entry - id field added to creature_equip_template -> PK(entry, id) - id field in creature_equip_template starts at 1 - creature.equipment_id references id of creature_equip_template - creature.equipment_id = 0 means no equipment at all (default 1) - creature.equipment_id = -1 means pick a random equipment from creature_equip_template - add equipment info to .npc info command While table creature_equip_template got bigger in size, this system is easier to mantain and allows creatures to have a random template from a group of equipments
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.cpp4
1 files changed, 1 insertions, 3 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
index 6c947d11f07..2da40f287a5 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
@@ -370,9 +370,7 @@ void ScriptedAI::SetEquipmentSlots(bool loadDefault, int32 mainHand /*= EQUIP_NO
{
if (loadDefault)
{
- if (CreatureTemplate const* creatureInfo = sObjectMgr->GetCreatureTemplate(me->GetEntry()))
- me->LoadEquipment(creatureInfo->equipmentId, true);
-
+ me->LoadEquipment(me->GetOriginalEquipmentId(), true);
return;
}