Core/Creatures: Don't require creature.modelid to be one of linked creature_template models

Port From (https://github.com/TrinityCore/TrinityCore/commit/7cafeb46b3b1f3eea3c966c20f9ef1efe68dfbdc)
This commit is contained in:
hondacrx
2024-02-03 13:48:02 -05:00
parent 99c931652d
commit 24691c7110
4 changed files with 35 additions and 27 deletions
+6 -7
View File
@@ -70,12 +70,8 @@ namespace Game
public static CreatureModel ChooseDisplayId(CreatureTemplate cinfo, CreatureData data = null)
{
// Load creature model (display id)
if (data != null && data.displayid != 0)
{
CreatureModel model = cinfo.GetModelWithDisplayId(data.displayid);
if (model != null)
return model;
}
if (data != null && data.display != null)
return data.display;
if (!cinfo.FlagsExtra.HasAnyFlag(CreatureFlagsExtra.Trigger))
{
@@ -3480,7 +3476,10 @@ namespace Game
data.Id = entry;
data.MapId = result.Read<ushort>(2);
data.SpawnPoint = new Position(result.Read<float>(3), result.Read<float>(4), result.Read<float>(5), result.Read<float>(6));
data.displayid = result.Read<uint>(7);
uint displayId = result.Read<uint>(7);
if (displayId != 0)
data.display = new(displayId, SharedConst.DefaultPlayerDisplayScale, 1.0f);
data.equipmentId = result.Read<sbyte>(8);
data.spawntimesecs = result.Read<int>(9);
data.WanderDistance = result.Read<float>(10);