From 1d22ade73f5108bd1e0c2dddb8149a93791cc79f Mon Sep 17 00:00:00 2001 From: Aokromes Date: Wed, 15 May 2019 23:12:38 +0200 Subject: Core/Creature: equipment_id field on creature table is not working correctly, if it's set to 0 the npc still spawn with the equipement. (#23273) By Malcrom Closes #16416 (cherry picked from commit 61ba477c7733e2d69f1bc287f2bff853cbc67d16) --- src/server/game/Entities/Creature/Creature.cpp | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) (limited to 'src') diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index c052806c7e7..32094b774fa 100644 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -542,9 +542,11 @@ bool Creature::InitEntry(uint32 entry, CreatureData const* data /*= nullptr*/) SetNativeDisplayId(model.CreatureDisplayID, model.DisplayScale); // Load creature equipment - if (!data || data->equipmentId == 0) - LoadEquipment(); // use default equipment (if available) - else // override, 0 means no equipment + if (!data) + LoadEquipment(); // use default equipment (if available) for summons + else if (data->equipmentId == 0) + LoadEquipment(0); // 0 means no equipment for creature table + else { m_originalEquipmentId = data->equipmentId; LoadEquipment(data->equipmentId); -- cgit v1.2.3