Core/ObjectMgr: Move some npc_spellclick_spells and vehicle_accessory related errors to startup instead of post-startup runtime
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@@ -2758,7 +2758,6 @@ void ObjectMgr::LoadVehicleAccessories()
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return;
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}
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do
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{
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Field *fields = result->Fetch();
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@@ -2782,6 +2781,12 @@ void ObjectMgr::LoadVehicleAccessories()
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continue;
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}
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if (mSpellClickInfoMap.find(uiEntry) == mSpellClickInfoMap.end())
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{
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sLog->outErrorDb("Table `vehicle_accessory`: creature template entry %u has no data in npc_spellclick_spells", uiEntry);
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continue;
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}
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m_VehicleAccessoryMap[uiEntry].push_back(VehicleAccessory(uiAccessory, uiSeat, bMinion, uiSummonType, uiSummonTimer));
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++count;
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@@ -7692,6 +7697,20 @@ void ObjectMgr::LoadNPCSpellClickSpells()
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}
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while (result->NextRow());
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// all spellclick data loaded, now we check if there are creatures with NPC_FLAG_SPELLCLICK but with no data
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// NOTE: It *CAN* be the other way around: no spellclick flag but with spellclick data, in case of creature-only vehicle accessories
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for (uint32 i = 0; i < sCreatureStorage.MaxEntry; ++i)
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{
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if (CreatureInfo const* cInfo = GetCreatureTemplate(i))
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{
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if ((cInfo->npcflag & UNIT_NPC_FLAG_SPELLCLICK) && mSpellClickInfoMap.find(i) == mSpellClickInfoMap.end())
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{
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sLog->outErrorDb("npc_spellclick_spells: Creature template %u has UNIT_NPC_FLAG_SPELLCLICK but no data in spellclick table! Removing flag", i);
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const_cast<CreatureInfo*>(cInfo)->npcflag &= ~UNIT_NPC_FLAG_SPELLCLICK;
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}
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}
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}
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sLog->outString(">> Loaded %u spellclick definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog->outString();
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}
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