Migrate spawn tables [skip ci]

This commit is contained in:
Akkadius
2020-03-12 00:00:39 -05:00
parent 9048265283
commit 286c08b8d5
13 changed files with 64 additions and 61 deletions
+3 -3
View File
@@ -81,7 +81,7 @@ void Mob::TemporaryPets(uint16 spell_id, Mob *targ, const char *name_override, u
NPCType *made_npc = nullptr;
const NPCType *npc_type = database.LoadNPCTypesData(pet.npc_id);
const NPCType *npc_type = content_db.LoadNPCTypesData(pet.npc_id);
if (npc_type == nullptr) {
//log write
LogError("Unknown npc type for swarm pet spell id: [{}]", spell_id);
@@ -186,7 +186,7 @@ void Mob::TypesTemporaryPets(uint32 typesid, Mob *targ, const char *name_overrid
NPCType *made_npc = nullptr;
const NPCType *npc_type = database.LoadNPCTypesData(typesid);
const NPCType *npc_type = content_db.LoadNPCTypesData(typesid);
if(npc_type == nullptr) {
//log write
LogError("Unknown npc type for swarm pet type id: [{}]", typesid);
@@ -281,7 +281,7 @@ void Mob::WakeTheDead(uint16 spell_id, Mob *target, uint32 duration)
return;
//assuming we have pets in our table; we take the first pet as a base type.
const NPCType *base_type = database.LoadNPCTypesData(500);
const NPCType *base_type = content_db.LoadNPCTypesData(500);
auto make_npc = new NPCType;
memcpy(make_npc, base_type, sizeof(NPCType));