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authorShauren <shauren.trinity@gmail.com>2016-06-12 00:11:00 +0200
committerShauren <shauren.trinity@gmail.com>2016-06-12 00:11:00 +0200
commitc529566ac41e6d14c33015664e43c195a7a36bb6 (patch)
tree738c43ae07fee6abe6e159a854fe28e817f57527 /src/server/game/Garrison/Garrison.cpp
parentf583476f9ace18a578678c2f8ae7feba9de1a02d (diff)
Core/GameObejcts: Fixed disconnects happening when viewing nearby players on elevators
Closes #17335
Diffstat (limited to 'src/server/game/Garrison/Garrison.cpp')
-rw-r--r--src/server/game/Garrison/Garrison.cpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/src/server/game/Garrison/Garrison.cpp b/src/server/game/Garrison/Garrison.cpp
index 56cbb9ad58e..5a25f91876e 100644
--- a/src/server/game/Garrison/Garrison.cpp
+++ b/src/server/game/Garrison/Garrison.cpp
@@ -713,8 +713,7 @@ GameObject* Garrison::Plot::CreateGameObject(Map* map, GarrisonFactionIndex fact
Position const& pos = PacketInfo.PlotPos;
GameObject* building = new GameObject();
- if (!building->Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, 0, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(),
- 0.0f, 0.0f, 0.0f, 0.0f, 255, GO_STATE_READY))
+ if (!building->Create(entry, map, 0, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 255, GO_STATE_READY))
{
delete building;
return nullptr;
@@ -726,7 +725,7 @@ GameObject* Garrison::Plot::CreateGameObject(Map* map, GarrisonFactionIndex fact
{
Position const& pos2 = finalizeInfo->FactionInfo[faction].Pos;
GameObject* finalizer = new GameObject();
- if (finalizer->Create(map->GenerateLowGuid<HighGuid::GameObject>(), finalizeInfo->FactionInfo[faction].GameObjectId, map, 0, pos2.GetPositionX(), pos2.GetPositionY(),
+ if (finalizer->Create(finalizeInfo->FactionInfo[faction].GameObjectId, map, 0, pos2.GetPositionX(), pos2.GetPositionY(),
pos2.GetPositionZ(), pos2.GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 255, GO_STATE_READY))
{
// set some spell id to make the object delete itself after use