Core/GameEventMgr: Reduce memory waste caused by gaps in game_event entry IDs
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@@ -1423,8 +1423,8 @@ void ObjectMgr::LoadCreatures()
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QueryResult result = WorldDatabase.Query("SELECT creature.guid, id, map, modelid,"
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// 4 5 6 7 8 9 10 11
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"equipment_id, position_x, position_y, position_z, orientation, spawntimesecs, spawndist, currentwaypoint,"
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// 12 13 14 15 16 17 18 19
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"curhealth, curmana, DeathState, MovementType, spawnMask, phaseMask, event, pool_entry,"
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// 12 13 14 15 16 17 18 19
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"curhealth, curmana, DeathState, MovementType, spawnMask, phaseMask, eventEntry, pool_entry,"
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// 20 21 22
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"creature.npcflag, creature.unit_flags, creature.dynamicflags "
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"FROM creature LEFT OUTER JOIN game_event_creature ON creature.guid = game_event_creature.guid "
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@@ -1786,8 +1786,8 @@ void ObjectMgr::LoadGameobjects()
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// 0 1 2 3 4 5 6
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QueryResult result = WorldDatabase.Query("SELECT gameobject.guid, id, map, position_x, position_y, position_z, orientation,"
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// 7 8 9 10 11 12 13 14 15 16 17
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"rotation0, rotation1, rotation2, rotation3, spawntimesecs, animprogress, state, spawnMask, phaseMask, event, pool_entry "
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// 7 8 9 10 11 12 13 14 15 16 17
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"rotation0, rotation1, rotation2, rotation3, spawntimesecs, animprogress, state, spawnMask, phaseMask, eventEntry, pool_entry "
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"FROM gameobject LEFT OUTER JOIN game_event_gameobject ON gameobject.guid = game_event_gameobject.guid "
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"LEFT OUTER JOIN pool_gameobject ON gameobject.guid = pool_gameobject.guid");
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