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Upgrade displayId=0 creature spawn skip to WARNING level
Makes it visible in logs when a creature entity spawns without a display ID, which would cause it to be invisible but still active.
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30e9998a86
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e98450f283
1 changed files with 3 additions and 2 deletions
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@ -4984,8 +4984,9 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
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}
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// Trigger creature spawn callback for units/players with displayId
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if (block.objectType == ObjectType::UNIT && unit->getDisplayId() == 0) {
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LOG_DEBUG("[Spawn] UNIT guid=0x", std::hex, block.guid, std::dec,
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" has displayId=0 — no spawn (entry=", unit->getEntry(), ")");
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LOG_WARNING("[Spawn] UNIT guid=0x", std::hex, block.guid, std::dec,
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" has displayId=0 — no spawn (entry=", unit->getEntry(),
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" at ", unit->getX(), ",", unit->getY(), ",", unit->getZ(), ")");
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}
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if ((block.objectType == ObjectType::UNIT || block.objectType == ObjectType::PLAYER) && unit->getDisplayId() != 0) {
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if (block.objectType == ObjectType::PLAYER && block.guid == playerGuid) {
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