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[10289] Adjust creature models system
This change will: * make it easier to use cached data directly without any modifications * correct issues regarding invisible models * simplify certain aspects of model selection itself and make it somehow easier to control and maintain special cases. Two new fields added to creature_model_info, to store modelid_alternative and modelid_other_team * _alternative holds an alt. model, for cases where gender are the same, or is not male/female. * _other_team is generally used for totem models, but may have future use. This commit will possibly break a few things (visually) and will require DB projects to update their creature_template models data. It is advised to use cache data as-is, and in addition fill creature_model_info for certain models, totems in particular, for expected appearance. Signed-off-by: NoFantasy <nofantasy@nf.no>
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15 changed files with 207 additions and 135 deletions
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@ -779,12 +779,12 @@ void GameEventMgr::ChangeEquipOrModel(int16 event_id, bool activate)
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CreatureData& data2 = sObjectMgr.NewOrExistCreatureData(itr->first);
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if (activate)
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{
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data2.displayid = itr->second.modelid;
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data2.modelid_override = itr->second.modelid;
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data2.equipmentId = itr->second.equipment_id;
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}
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else
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{
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data2.displayid = itr->second.modelid_prev;
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data2.modelid_override = itr->second.modelid_prev;
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data2.equipmentId = itr->second.equipement_id_prev;
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}
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}
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