[12631] Use uint32 for phaseMasks in core and database

This commit is contained in:
Dramacydal 2013-05-31 13:26:17 +01:00 committed by Antz
parent 1fa3b614ed
commit 1cd806c02e
10 changed files with 15 additions and 18 deletions

View file

@ -1262,7 +1262,7 @@ void ObjectMgr::LoadCreatures()
data.is_dead = fields[14].GetBool();
data.movementType = fields[15].GetUInt8();
data.spawnMask = fields[16].GetUInt8();
data.phaseMask = fields[17].GetUInt16();
data.phaseMask = fields[17].GetUInt32();
int16 gameEvent = fields[18].GetInt16();
int16 GuidPoolId = fields[19].GetInt16();
int16 EntryPoolId = fields[20].GetInt16();
@ -1492,7 +1492,7 @@ void ObjectMgr::LoadGameObjects()
data.animprogress = fields[12].GetUInt32();
uint32 go_state = fields[13].GetUInt32();
data.spawnMask = fields[14].GetUInt8();
data.phaseMask = fields[15].GetUInt16();
data.phaseMask = fields[15].GetUInt32();
int16 gameEvent = fields[16].GetInt16();
int16 GuidPoolId = fields[17].GetInt16();
int16 EntryPoolId = fields[18].GetInt16();