From e9dc31b1045f6559c74df9ebde9b2545e0f5a5f7 Mon Sep 17 00:00:00 2001 From: hondacrx Date: Tue, 7 Dec 2021 17:55:28 -0500 Subject: [PATCH] Core/Creature: equipment_id field on creature table is not working correctly, if it's set to 0 the npc still spawn with the equipement. Port From (https://github.com/TrinityCore/TrinityCore/commit/1d22ade73f5108bd1e0c2dddb8149a93791cc79f) --- Source/Game/Entities/Creature/Creature.cs | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/Source/Game/Entities/Creature/Creature.cs b/Source/Game/Entities/Creature/Creature.cs index 139005e3e..adb232b8f 100644 --- a/Source/Game/Entities/Creature/Creature.cs +++ b/Source/Game/Entities/Creature/Creature.cs @@ -282,8 +282,10 @@ namespace Game.Entities SetNativeDisplayId(model.CreatureDisplayID, model.DisplayScale); // Load creature equipment - if (data == null || data.equipmentId == 0) - LoadEquipment(); // use default equipment (if available) + if (data == null) + LoadEquipment(); // use default equipment (if available) for summons + else if (data.equipmentId == 0) + LoadEquipment(0); // 0 means no equipment for creature table else { m_originalEquipmentId = data.equipmentId;