Core/Entities: spawned movementtype should override template movementtype

Port From (https://github.com/TrinityCore/TrinityCore/commit/a24cb8a057d53c4df15b97e536c14640d9d08610)
This commit is contained in:
hondacrx
2019-08-31 15:25:49 -04:00
parent 8ee11c7c65
commit c79a31dfff
2 changed files with 2 additions and 2 deletions
+1 -1
View File
@@ -1031,7 +1031,7 @@ namespace Game.AI
foreach (var obj in targets)
if (IsCreature(obj))
obj.ToCreature().UpdateEntry(e.Action.updateTemplate.creature, null, e.Action.updateTemplate.updateLevel != 0);
obj.ToCreature().UpdateEntry(e.Action.updateTemplate.creature, obj.ToCreature().GetCreatureData(), e.Action.updateTemplate.updateLevel != 0);
break;
}
case SmartActions.Die:
+1 -1
View File
@@ -255,7 +255,7 @@ namespace Game.Entities
SetHoverHeight(cinfo.HoverHeight);
// checked at loading
m_defaultMovementType = (MovementGeneratorType)cinfo.MovementType;
m_defaultMovementType = (MovementGeneratorType)(data != null ? data.movementType : cinfo.MovementType);
if (m_respawnradius == 0 && m_defaultMovementType == MovementGeneratorType.Random)
m_defaultMovementType = MovementGeneratorType.Idle;