Core/Objects: Preserve phaseUseFlags, terrainSwapMap, ScriptName and StringId columns when saving creature and gameobject spawns in database
Port From (https://github.com/TrinityCore/TrinityCore/commit/203ad17560057b3bf70a1632f3d715e429512701)
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@@ -1085,8 +1085,10 @@ namespace Game.Entities
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stmt.AddValue(index++, GetEntry());
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stmt.AddValue(index++, mapid);
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stmt.AddValue(index++, data.SpawnDifficulties.Empty() ? "" : string.Join(",", data.SpawnDifficulties));
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stmt.AddValue(index++, (byte)data.PhaseUseFlags);
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stmt.AddValue(index++, data.PhaseId);
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stmt.AddValue(index++, data.PhaseGroup);
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stmt.AddValue(index++, data.terrainSwapMap);
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stmt.AddValue(index++, GetPositionX());
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stmt.AddValue(index++, GetPositionY());
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stmt.AddValue(index++, GetPositionZ());
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@@ -1098,6 +1100,13 @@ namespace Game.Entities
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stmt.AddValue(index++, m_respawnDelayTime);
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stmt.AddValue(index++, GetGoAnimProgress());
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stmt.AddValue(index++, (byte)GetGoState());
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stmt.AddValue(index++, Global.ObjectMgr.GetScriptName(data.ScriptId));
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var stringId = GetStringId(StringIdType.Spawn);
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if (!stringId.IsEmpty())
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stmt.AddValue(index++, stringId);
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else
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stmt.AddNull(index++);
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DB.World.Execute(stmt);
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}
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