Core/Entities: Remove phasemask
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@@ -720,7 +720,7 @@ namespace Game.Entities
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GetMotionMaster().Initialize();
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}
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public bool Create(ulong guidlow, Map map, uint phaseMask, uint entry, float x, float y, float z, float ang, CreatureData data = null, uint vehId = 0)
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public bool Create(ulong guidlow, Map map, uint entry, float x, float y, float z, float ang, CreatureData data = null, uint vehId = 0)
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{
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SetMap(map);
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@@ -1044,8 +1044,8 @@ namespace Game.Entities
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data.unit_flags3 = unitFlags3;
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data.dynamicflags = dynamicflags;
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data.phaseId = (uint)(GetDBPhase() > 0 ? GetDBPhase() : 0);
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data.phaseGroup = (uint)(GetDBPhase() < 0 ? Math.Abs(GetDBPhase()) : 0);
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data.phaseId = GetDBPhase() > 0 ? (uint)GetDBPhase() : data.phaseId;
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data.phaseGroup = GetDBPhase() < 0 ? (uint)-GetDBPhase() : data.phaseGroup;
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// update in DB
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SQLTransaction trans = new SQLTransaction();
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@@ -1319,7 +1319,7 @@ namespace Game.Entities
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m_spawnId = spawnId;
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m_creatureData = data;
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if (!Create(map.GenerateLowGuid(HighGuid.Creature), map, PhaseMasks.Normal, data.id, data.posX, data.posY, data.posZ, data.orientation, data))
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if (!Create(map.GenerateLowGuid(HighGuid.Creature), map, data.id, data.posX, data.posY, data.posZ, data.orientation, data))
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return false;
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//We should set first home position, because then AI calls home movement
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