Core/WorldObject: Properly initialize position data for all types when initially creating them. Fixes some issues with PvP objectives not having the correct area ID set on initialization.

Port From (https://github.com/TrinityCore/TrinityCore/commit/e6be53d1417e733f0916ff305960cfac3e2ca551)
This commit is contained in:
hondacrx
2020-08-22 15:30:16 -04:00
parent 5f53919281
commit 7060f728a3
4 changed files with 5 additions and 0 deletions
@@ -774,6 +774,7 @@ namespace Game.Entities
Log.outError(LogFilter.Unit, "Creature.Create: given coordinates for creature (guidlow {0}, entry {1}) are not valid (X: {2}, Y: {3}, Z: {4}, O: {5})", guidlow, entry, x, y, z, ang);
return false;
}
UpdatePositionData();
// Allow players to see those units while dead, do it here (mayby altered by addon auras)
if (cinfo.TypeFlags.HasAnyFlag(CreatureTypeFlags.GhostVisible))