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fix(Core/Movement): (#7008)
- Get zone/area IDs from vmap data in the liquid update - Add new method Map::getFullVMapDataForPosition to get area info and liquid info in a single vmap lookup - Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields. - Clean up liquid state handling on Unit and Player - Implemented getting area id from gameobject spawns. - Removed old core related to getting movement flags dependent on environment. - Movement flags are now processed more precisely and dynamically. Original source: TrinityCore. - Closes #5086 - Updates #2208.
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@@ -175,6 +175,7 @@ uint8 WorldSession::HandleLoadPetFromDBFirstCallback(PreparedQueryResult result,
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if (pet->IsCritter())
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{
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pet->UpdatePositionData();
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map->AddToMap(pet->ToCreature(), true);
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pet->SetLoading(false); // xinef, mine
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return PET_LOAD_OK;
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@@ -186,6 +187,7 @@ uint8 WorldSession::HandleLoadPetFromDBFirstCallback(PreparedQueryResult result,
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pet->GetCharmInfo()->SetPetNumber(pet_number, false);
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pet->SetDisplayId(fields[3].GetUInt32());
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pet->UpdatePositionData();
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pet->SetNativeDisplayId(fields[3].GetUInt32());
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pet->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
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pet->SetName(fields[8].GetString());
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