* 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
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@@ -1253,10 +1253,11 @@ void LoadLootTemplates_Gameobject()
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{
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{
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if (uint32 lootid = gInfo->GetLootId())
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if (uint32 lootid = gInfo->GetLootId())
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{
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{
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if (!ids_set.count(lootid))
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//if (!ids_set.count(lootid))
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LootTemplates_Gameobject.ReportNotExistedId(lootid);
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// LootTemplates_Gameobject.ReportNotExistedId(lootid);
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else
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//else
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ids_setUsed.insert(lootid);
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// ids_setUsed.insert(lootid);
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ids_setUsed.insert(lootid);
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}
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}
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}
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}
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}
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}
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@@ -1584,7 +1584,7 @@ void ObjectMgr::LoadGameobjects()
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break;
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break;
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default:
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default:
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sLog.outErrorDb("Gameobject (GUID: %u Entry %u GoType: %u) doesn't have displayId (%u), not loaded.", guid, entry, gInfo->type, gInfo->displayId);
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sLog.outErrorDb("Gameobject (GUID: %u Entry %u GoType: %u) doesn't have displayId (%u), not loaded.", guid, entry, gInfo->type, gInfo->displayId);
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continue;
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break;
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}
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}
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}
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}
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