* More DB tweaks:

- Load GO even if it has no displayid - while it's wrong, it's not something that'll kill the client anyway.
- Don't warn about non-existing loot templates for GOs - this is to allow some WDB data to be filled in (GOs that have no spawns and thus no gameobject_loot_template entries).

--HG--
branch : trunk
This commit is contained in:
XTZGZoReX
2009-12-22 02:39:39 +01:00
parent c0c72c28f6
commit 9d342e2ab6
2 changed files with 6 additions and 5 deletions
+5 -4
View File
@@ -1253,10 +1253,11 @@ void LoadLootTemplates_Gameobject()
{ {
if (uint32 lootid = gInfo->GetLootId()) if (uint32 lootid = gInfo->GetLootId())
{ {
if (!ids_set.count(lootid)) //if (!ids_set.count(lootid))
LootTemplates_Gameobject.ReportNotExistedId(lootid); // LootTemplates_Gameobject.ReportNotExistedId(lootid);
else //else
ids_setUsed.insert(lootid); // ids_setUsed.insert(lootid);
ids_setUsed.insert(lootid);
} }
} }
} }
+1 -1
View File
@@ -1584,7 +1584,7 @@ void ObjectMgr::LoadGameobjects()
break; break;
default: default:
sLog.outErrorDb("Gameobject (GUID: %u Entry %u GoType: %u) doesn't have displayId (%u), not loaded.", guid, entry, gInfo->type, gInfo->displayId); sLog.outErrorDb("Gameobject (GUID: %u Entry %u GoType: %u) doesn't have displayId (%u), not loaded.", guid, entry, gInfo->type, gInfo->displayId);
continue; break;
} }
} }