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Diffstat (limited to 'src/server/game/Battlegrounds/Battleground.cpp')
-rw-r--r--src/server/game/Battlegrounds/Battleground.cpp13
1 files changed, 12 insertions, 1 deletions
diff --git a/src/server/game/Battlegrounds/Battleground.cpp b/src/server/game/Battlegrounds/Battleground.cpp
index 32c964d171d..86c6b5d8cc5 100644
--- a/src/server/game/Battlegrounds/Battleground.cpp
+++ b/src/server/game/Battlegrounds/Battleground.cpp
@@ -1458,11 +1458,22 @@ bool Battleground::AddObject(uint32 type, uint32 entry, float x, float y, float
Map* map = FindBgMap();
if (!map)
return false;
+
+ G3D::Quat rot(rotation0, rotation1, rotation2, rotation3);
+ // Temporally add safety check for bad spawns and send log (object rotations need to be rechecked in sniff)
+ if (!rotation0 && !rotation1 && !rotation2 && !rotation3)
+ {
+ TC_LOG_DEBUG("bg.battleground", "Battleground::AddObject: gameoobject [entry: %u, object type: %u] for BG (map: %u) has zeroed rotation fields, "
+ "orientation used temporally, but please fix the spawn", entry, type, m_MapId);
+
+ rot = G3D::Matrix3::fromEulerAnglesZYX(o, 0.f, 0.f);
+ }
+
// Must be created this way, adding to godatamap would add it to the base map of the instance
// and when loading it (in go::LoadFromDB()), a new guid would be assigned to the object, and a new object would be created
// So we must create it specific for this instance
GameObject* go = new GameObject;
- if (!go->Create(entry, GetBgMap(), PHASEMASK_NORMAL, Position(x, y, z, o), G3D::Quat(rotation0, rotation1, rotation2, rotation3), 255, goState))
+ if (!go->Create(entry, GetBgMap(), PHASEMASK_NORMAL, Position(x, y, z, o), rot, 255, goState))
{
TC_LOG_ERROR("bg.battleground", "Battleground::AddObject: cannot create gameobject (entry: %u) for BG (map: %u, instance id: %u)!",
entry, m_MapId, m_InstanceID);