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[10362] Implement creature_movement_template
Template can be used for several cases: * Unique creature that are already spawned in database (requires creature.MovementType=2 like guid based creature_movement) * Summoned creature that has a pre-defined path (requires creature_template.MovementType=2) Note that creature_template.MovementType=2 should be used with care, and must not be used for creatures that may be summoned in random locations in world. Added additional startup checks for existing creature_movement-table Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
parent
4dae2cfe89
commit
db7db6382a
8 changed files with 411 additions and 117 deletions
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@ -56,159 +56,347 @@ void WaypointManager::Load()
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uint32 total_nodes = 0;
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uint32 total_behaviors = 0;
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QueryResult *result = WorldDatabase.Query("SELECT id, COUNT(point) FROM creature_movement GROUP BY id");
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if(!result)
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{
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barGoLink bar(1);
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bar.step();
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sLog.outString();
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sLog.outString( ">> Loaded 0 paths. DB table `creature_movement` is empty." );
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return;
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} else {
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total_paths = (uint32)result->GetRowCount();
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barGoLink bar( total_paths );
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do
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{
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bar.step();
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Field *fields = result->Fetch();
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uint32 id = fields[0].GetUInt32();
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uint32 count = fields[1].GetUInt32();
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m_pathMap[id].resize(count);
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total_nodes += count;
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} while( result->NextRow() );
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delete result;
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sLog.outString();
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sLog.outString( ">> Paths loaded" );
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}
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// 0 1 2 3 4 5
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result = WorldDatabase.Query("SELECT position_x, position_y, position_z, orientation, model1, model2,"
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// 6 7 8 9 10 11 12 13 14 15 16
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"waittime, emote, spell, textid1, textid2, textid3, textid4, textid5, id, point, script_id FROM creature_movement");
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std::set<uint32> movementScriptSet;
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for(ScriptMapMap::const_iterator itr = sCreatureMovementScripts.begin(); itr != sCreatureMovementScripts.end(); ++itr)
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movementScriptSet.insert(itr->first);
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barGoLink bar( (int)result->GetRowCount() );
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do
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// creature_movement
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QueryResult *result = WorldDatabase.Query("SELECT id, COUNT(point) FROM creature_movement GROUP BY id");
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if (!result)
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{
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barGoLink bar(1);
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bar.step();
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Field *fields = result->Fetch();
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uint32 point = fields[15].GetUInt32();
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uint32 id = fields[14].GetUInt32();
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if (!sObjectMgr.GetCreatureData(id))
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sLog.outString();
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sLog.outString( ">> Loaded 0 paths. DB table `creature_movement` is empty." );
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}
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else
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{
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total_paths = (uint32)result->GetRowCount();
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barGoLink bar( total_paths );
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do
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{
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sLog.outErrorDb("Table creature_movement references unknown creature %u. Skipping.", id);
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continue;
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bar.step();
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Field *fields = result->Fetch();
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uint32 id = fields[0].GetUInt32();
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uint32 count = fields[1].GetUInt32();
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m_pathMap[id].resize(count);
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total_nodes += count;
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}
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while(result->NextRow());
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WaypointPath &path = m_pathMap[id];
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// the cleanup queries make sure the following is true
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ASSERT(point >= 1 && point <= path.size());
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WaypointNode &node = path[point-1];
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sLog.outString();
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sLog.outString( ">> Paths loaded" );
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node.x = fields[0].GetFloat();
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node.y = fields[1].GetFloat();
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node.z = fields[2].GetFloat();
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node.orientation = fields[3].GetFloat();
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node.delay = fields[6].GetUInt32();
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node.script_id = fields[16].GetUInt32();
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delete result;
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// prevent using invalid coordinates
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if(!MaNGOS::IsValidMapCoord(node.x, node.y, node.z, node.orientation))
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// 0 1 2 3 4 5 6
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result = WorldDatabase.Query("SELECT id, point, position_x, position_y, position_z, waittime, script_id,"
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// 7 8 9 10 11 12 13 14 15 16
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"textid1, textid2, textid3, textid4, textid5, emote, spell, orientation, model1, model2 FROM creature_movement");
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barGoLink barRow((int)result->GetRowCount());
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// error after load, we check if creature guid corresponding to the path id has proper MovementType
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std::set<uint32> creatureNoMoveType;
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do
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{
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QueryResult *result1 = WorldDatabase.PQuery("SELECT id, map FROM creature WHERE guid = '%u'", id);
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if(result1)
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sLog.outErrorDb("Creature (guidlow %d, entry %d) have invalid coordinates in his waypoint %d (X: %f, Y: %f).",
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id, result1->Fetch()[0].GetUInt32(), point, node.x, node.y);
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else
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sLog.outErrorDb("Waypoint path %d, have invalid coordinates in his waypoint %d (X: %f, Y: %f).",
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id, point, node.x, node.y);
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barRow.step();
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Field *fields = result->Fetch();
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uint32 id = fields[0].GetUInt32();
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uint32 point = fields[1].GetUInt32();
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MaNGOS::NormalizeMapCoord(node.x);
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MaNGOS::NormalizeMapCoord(node.y);
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if(result1)
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{
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node.z = MapManager::Instance ().CreateBaseMap(result1->Fetch()[1].GetUInt32())->GetHeight(node.x, node.y, node.z);
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delete result1;
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}
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WorldDatabase.PExecute("UPDATE creature_movement SET position_x = '%f', position_y = '%f', position_z = '%f' WHERE id = '%u' AND point = '%u'", node.x, node.y, node.z, id, point);
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}
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const CreatureData* cData = sObjectMgr.GetCreatureData(id);
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if (node.script_id)
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{
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if (sCreatureMovementScripts.find(node.script_id) == sCreatureMovementScripts.end())
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if (!cData)
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{
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sLog.outErrorDb("Table creature_movement for id %u, point %u have script_id %u that does not exist in `creature_movement_scripts`, ignoring", id, point, node.script_id);
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sLog.outErrorDb("Table creature_movement contain path for creature guid %u, but this creature guid does not exist. Skipping.", id);
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continue;
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}
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movementScriptSet.erase(node.script_id);
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}
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if (cData->movementType != WAYPOINT_MOTION_TYPE)
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creatureNoMoveType.insert(id);
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// WaypointBehavior can be dropped in time. Script_id added may 2010 and can handle all the below behavior.
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WaypointPath &path = m_pathMap[id];
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WaypointBehavior be;
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be.model1 = fields[4].GetUInt32();
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be.model2 = fields[5].GetUInt32();
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be.emote = fields[7].GetUInt32();
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be.spell = fields[8].GetUInt32();
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for(int i = 0; i < MAX_WAYPOINT_TEXT; ++i)
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{
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be.textid[i] = fields[9+i].GetUInt32();
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if(be.textid[i])
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// the cleanup queries make sure the following is true
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ASSERT(point >= 1 && point <= path.size());
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WaypointNode &node = path[point-1];
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node.x = fields[2].GetFloat();
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node.y = fields[3].GetFloat();
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node.z = fields[4].GetFloat();
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node.orientation = fields[14].GetFloat();
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node.delay = fields[5].GetUInt32();
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node.script_id = fields[6].GetUInt32();
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// prevent using invalid coordinates
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if (!MaNGOS::IsValidMapCoord(node.x, node.y, node.z, node.orientation))
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{
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if (be.textid[i] < MIN_DB_SCRIPT_STRING_ID || be.textid[i] >= MAX_DB_SCRIPT_STRING_ID)
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QueryResult *result1 = WorldDatabase.PQuery("SELECT id, map FROM creature WHERE guid = '%u'", id);
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if (result1)
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sLog.outErrorDb("Creature (guidlow %d, entry %d) have invalid coordinates in his waypoint %d (X: %f, Y: %f).",
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id, result1->Fetch()[0].GetUInt32(), point, node.x, node.y);
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else
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sLog.outErrorDb("Waypoint path %d, have invalid coordinates in his waypoint %d (X: %f, Y: %f).",
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id, point, node.x, node.y);
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MaNGOS::NormalizeMapCoord(node.x);
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MaNGOS::NormalizeMapCoord(node.y);
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if (result1)
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{
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sLog.outErrorDb( "Table `db_script_string` not have string id %u", be.textid[i]);
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node.z = MapManager::Instance ().CreateBaseMap(result1->Fetch()[1].GetUInt32())->GetHeight(node.x, node.y, node.z);
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delete result1;
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}
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WorldDatabase.PExecute("UPDATE creature_movement SET position_x = '%f', position_y = '%f', position_z = '%f' WHERE id = '%u' AND point = '%u'", node.x, node.y, node.z, id, point);
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}
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if (node.script_id)
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{
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if (sCreatureMovementScripts.find(node.script_id) == sCreatureMovementScripts.end())
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{
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sLog.outErrorDb("Table creature_movement for id %u, point %u have script_id %u that does not exist in `creature_movement_scripts`, ignoring", id, point, node.script_id);
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continue;
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}
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movementScriptSet.erase(node.script_id);
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}
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// WaypointBehavior can be dropped in time. Script_id added may 2010 and can handle all the below behavior.
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WaypointBehavior be;
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be.model1 = fields[15].GetUInt32();
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be.model2 = fields[16].GetUInt32();
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be.emote = fields[12].GetUInt32();
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be.spell = fields[13].GetUInt32();
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for(int i = 0; i < MAX_WAYPOINT_TEXT; ++i)
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{
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be.textid[i] = fields[7+i].GetUInt32();
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if (be.textid[i])
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{
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if (be.textid[i] < MIN_DB_SCRIPT_STRING_ID || be.textid[i] >= MAX_DB_SCRIPT_STRING_ID)
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{
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sLog.outErrorDb( "Table `db_script_string` not have string id %u", be.textid[i]);
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continue;
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}
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}
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}
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if (be.spell && ! sSpellStore.LookupEntry(be.spell))
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{
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sLog.outErrorDb("Table creature_movement references unknown spellid %u. Skipping id %u with point %u.", be.spell, id, point);
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be.spell = 0;
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}
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if (be.emote)
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{
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if (!sEmotesStore.LookupEntry(be.emote))
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sLog.outErrorDb("Waypoint path %u (Point %u) are using emote %u, but emote does not exist.",id, point, be.emote);
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}
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// save memory by not storing empty behaviors
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if (!be.isEmpty())
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{
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node.behavior = new WaypointBehavior(be);
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++total_behaviors;
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}
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else
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node.behavior = NULL;
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}
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while(result->NextRow());
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if (!creatureNoMoveType.empty())
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{
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for(std::set<uint32>::const_iterator itr = creatureNoMoveType.begin(); itr != creatureNoMoveType.end(); ++itr)
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{
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const CreatureData* cData = sObjectMgr.GetCreatureData(*itr);
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const CreatureInfo* cInfo = sObjectMgr.GetCreatureTemplate(cData->id);
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sLog.outErrorDb("Table creature_movement has waypoint for creature guid %u (entry %u), but MovementType is not WAYPOINT_MOTION_TYPE(2). Creature will not use this path.", *itr, cData->id);
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if (cInfo->MovementType == WAYPOINT_MOTION_TYPE)
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sLog.outErrorDb(" creature_template for this entry has MovementType WAYPOINT_MOTION_TYPE(2), did you intend to use creature_movement_template ?");
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}
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}
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if (be.spell && ! sSpellStore.LookupEntry(be.spell))
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{
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sLog.outErrorDb("Table creature_movement references unknown spellid %u. Skipping id %u with point %u.", be.spell, id, point);
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be.spell = 0;
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}
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sLog.outString();
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sLog.outString( ">> Waypoints and behaviors loaded" );
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sLog.outString();
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sLog.outString( ">>> Loaded %u paths, %u nodes and %u behaviors", total_paths, total_nodes, total_behaviors);
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if (be.emote)
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{
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if (!sEmotesStore.LookupEntry(be.emote))
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sLog.outErrorDb("Waypoint path %u (Point %u) are using emote %u, but emote does not exist.",id, point, be.emote);
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}
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delete result;
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}
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// save memory by not storing empty behaviors
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if(!be.isEmpty())
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// creature_movement_template
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result = WorldDatabase.Query("SELECT entry, COUNT(point) FROM creature_movement_template GROUP BY entry");
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if (!result)
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{
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barGoLink bar(1);
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bar.step();
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sLog.outString();
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sLog.outString( ">> Loaded 0 path templates. DB table `creature_movement_template` is empty." );
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}
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else
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{
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total_nodes = 0;
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total_behaviors = 0;
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total_paths = (uint32)result->GetRowCount();
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barGoLink barRow(total_paths);
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do
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{
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node.behavior = new WaypointBehavior(be);
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++total_behaviors;
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barRow.step();
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Field *fields = result->Fetch();
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uint32 entry = fields[0].GetUInt32();
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uint32 count = fields[1].GetUInt32();
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m_pathTemplateMap[entry].resize(count);
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total_nodes += count;
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}
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else
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node.behavior = NULL;
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} while( result->NextRow() );
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delete result;
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while(result->NextRow());
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delete result;
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sLog.outString();
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sLog.outString(">> Path templates loaded");
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// 0 1 2 3 4 5 6
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result = WorldDatabase.Query("SELECT entry, point, position_x, position_y, position_z, waittime, script_id,"
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// 7 8 9 10 11 12 13 14 15 16
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"textid1, textid2, textid3, textid4, textid5, emote, spell, orientation, model1, model2 FROM creature_movement_template");
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barGoLink bar( (int)result->GetRowCount() );
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do
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{
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bar.step();
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Field *fields = result->Fetch();
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uint32 entry = fields[0].GetUInt32();
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uint32 point = fields[1].GetUInt32();
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const CreatureInfo* cInfo = sObjectMgr.GetCreatureTemplate(entry);
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if (!cInfo)
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{
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sLog.outErrorDb("Table creature_movement_template references unknown creature template %u. Skipping.", entry);
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continue;
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}
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WaypointPath &path = m_pathTemplateMap[entry];
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// the cleanup queries make sure the following is true
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ASSERT(point >= 1 && point <= path.size());
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WaypointNode &node = path[point-1];
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node.x = fields[2].GetFloat();
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node.y = fields[3].GetFloat();
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node.z = fields[4].GetFloat();
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node.orientation = fields[14].GetFloat();
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node.delay = fields[5].GetUInt32();
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node.script_id = fields[6].GetUInt32();
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// prevent using invalid coordinates
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if (!MaNGOS::IsValidMapCoord(node.x, node.y, node.z, node.orientation))
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{
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sLog.outErrorDb("Table creature_movement_template for entry %u (point %u) are using invalid coordinates position_x: %f, position_y: %f)",
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entry, point, node.x, node.y);
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MaNGOS::NormalizeMapCoord(node.x);
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MaNGOS::NormalizeMapCoord(node.y);
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sLog.outErrorDb("Table creature_movement_template for entry %u (point %u) are auto corrected to normalized position_x=%f, position_y=%f",
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entry, point, node.x, node.y);
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WorldDatabase.PExecute("UPDATE creature_movement_template SET position_x = '%f', position_y = '%f' WHERE entry = %u AND point = %u", node.x, node.y, entry, point);
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}
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if (node.script_id)
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{
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if (sCreatureMovementScripts.find(node.script_id) == sCreatureMovementScripts.end())
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{
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sLog.outErrorDb("Table creature_movement_template for entry %u, point %u have script_id %u that does not exist in `creature_movement_scripts`, ignoring", entry, point, node.script_id);
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continue;
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}
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movementScriptSet.erase(node.script_id);
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}
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WaypointBehavior be;
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be.model1 = fields[15].GetUInt32();
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be.model2 = fields[16].GetUInt32();
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be.emote = fields[12].GetUInt32();
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be.spell = fields[13].GetUInt32();
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for(int i = 0; i < MAX_WAYPOINT_TEXT; ++i)
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{
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be.textid[i] = fields[7+i].GetUInt32();
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if (be.textid[i])
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{
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if (be.textid[i] < MIN_DB_SCRIPT_STRING_ID || be.textid[i] >= MAX_DB_SCRIPT_STRING_ID)
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{
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sLog.outErrorDb( "Table `db_script_string` not have string id %u", be.textid[i]);
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continue;
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}
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}
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}
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if (be.spell && ! sSpellStore.LookupEntry(be.spell))
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{
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sLog.outErrorDb("Table creature_movement_template references unknown spellid %u. Skipping id %u with point %u.", be.spell, entry, point);
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be.spell = 0;
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}
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if (be.emote)
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{
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if (!sEmotesStore.LookupEntry(be.emote))
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sLog.outErrorDb("Waypoint template path %u (point %u) are using emote %u, but emote does not exist.", entry, point, be.emote);
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}
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// save memory by not storing empty behaviors
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if (!be.isEmpty())
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{
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node.behavior = new WaypointBehavior(be);
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++total_behaviors;
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}
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else
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node.behavior = NULL;
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}
|
||||
while(result->NextRow());
|
||||
|
||||
delete result;
|
||||
|
||||
sLog.outString();
|
||||
sLog.outString( ">> Waypoint templates loaded" );
|
||||
sLog.outString();
|
||||
sLog.outString( ">>> Loaded %u path templates with %u nodes and %u behaviors", total_paths, total_nodes, total_behaviors);
|
||||
}
|
||||
|
||||
if (!movementScriptSet.empty())
|
||||
{
|
||||
for(std::set<uint32>::const_iterator itr = movementScriptSet.begin(); itr != movementScriptSet.end(); ++itr)
|
||||
sLog.outErrorDb("Table `creature_movement_scripts` contain unused script, id %u.", *itr);
|
||||
}
|
||||
|
||||
sLog.outString();
|
||||
sLog.outString( ">> Waypoints and behaviors loaded" );
|
||||
sLog.outString();
|
||||
sLog.outString( ">>> Loaded %u paths, %u nodes and %u behaviors", total_paths, total_nodes, total_behaviors);
|
||||
}
|
||||
|
||||
void WaypointManager::Cleanup()
|
||||
{
|
||||
// check if points need to be renumbered and do it
|
||||
if(QueryResult *result = WorldDatabase.Query("SELECT 1 from creature_movement As T WHERE point <> (SELECT COUNT(*) FROM creature_movement WHERE id = T.id AND point <= T.point) LIMIT 1"))
|
||||
if (QueryResult *result = WorldDatabase.Query("SELECT 1 from creature_movement As T WHERE point <> (SELECT COUNT(*) FROM creature_movement WHERE id = T.id AND point <= T.point) LIMIT 1"))
|
||||
{
|
||||
delete result;
|
||||
WorldDatabase.DirectExecute("CREATE TEMPORARY TABLE temp LIKE creature_movement");
|
||||
|
|
@ -217,8 +405,26 @@ void WaypointManager::Cleanup()
|
|||
WorldDatabase.DirectExecute("UPDATE creature_movement AS T SET point = (SELECT COUNT(*) FROM temp WHERE id = T.id AND point <= T.point)");
|
||||
WorldDatabase.DirectExecute("ALTER TABLE creature_movement ADD PRIMARY KEY (id, point)");
|
||||
WorldDatabase.DirectExecute("DROP TABLE temp");
|
||||
|
||||
sLog.outErrorDb("Table `creature_movement` was auto corrected for using points out of order (invalid or points missing)");
|
||||
|
||||
ASSERT(!(result = WorldDatabase.Query("SELECT 1 from creature_movement As T WHERE point <> (SELECT COUNT(*) FROM creature_movement WHERE id = T.id AND point <= T.point) LIMIT 1")));
|
||||
}
|
||||
|
||||
if (QueryResult *result = WorldDatabase.Query("SELECT 1 from creature_movement_template As T WHERE point <> (SELECT COUNT(*) FROM creature_movement_template WHERE entry = T.entry AND point <= T.point) LIMIT 1"))
|
||||
{
|
||||
delete result;
|
||||
WorldDatabase.DirectExecute("CREATE TEMPORARY TABLE temp LIKE creature_movement_template");
|
||||
WorldDatabase.DirectExecute("INSERT INTO temp SELECT * FROM creature_movement_template");
|
||||
WorldDatabase.DirectExecute("ALTER TABLE creature_movement_template DROP PRIMARY KEY");
|
||||
WorldDatabase.DirectExecute("UPDATE creature_movement_template AS T SET point = (SELECT COUNT(*) FROM temp WHERE entry = T.entry AND point <= T.point)");
|
||||
WorldDatabase.DirectExecute("ALTER TABLE creature_movement_template ADD PRIMARY KEY (entry, point)");
|
||||
WorldDatabase.DirectExecute("DROP TABLE temp");
|
||||
|
||||
sLog.outErrorDb("Table `creature_movement_template` was auto corrected for using points out of order (invalid or points missing)");
|
||||
|
||||
ASSERT(!(result = WorldDatabase.Query("SELECT 1 from creature_movement_template As T WHERE point <> (SELECT COUNT(*) FROM creature_movement_template WHERE entry = T.entry AND point <= T.point) LIMIT 1")));
|
||||
}
|
||||
}
|
||||
|
||||
void WaypointManager::Unload()
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue