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feat(editor): expose Display ID field in selected-NPC editor
SQL export uses CreatureSpawn.displayId for creature_template.modelid1. Without it AzerothCore can't render the creature in-game. Added an InputInt + warning text so users can set the displayId manually until auto-discovery from CreatureDisplayInfo.dbc lands.
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1 changed files with 6 additions and 0 deletions
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@ -1940,6 +1940,12 @@ void EditorUI::renderNpcPanel(EditorApp& app) {
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ImGui::DragFloat("Scale##s", &sel->scale, 0.05f, 0.1f, 50.0f, "%.2f");
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int hp2 = sel->health; if (ImGui::InputInt("HP##s", &hp2)) sel->health = std::max(1, hp2);
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int lv2 = sel->level; if (ImGui::InputInt("Lv##s", &lv2)) sel->level = std::max(1, lv2);
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int dispId = static_cast<int>(sel->displayId);
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if (ImGui::InputInt("Display ID##s", &dispId))
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sel->displayId = static_cast<uint32_t>(std::max(0, dispId));
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if (sel->displayId == 0)
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ImGui::TextColored(ImVec4(0.9f, 0.6f, 0.3f, 1),
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"Display ID 0 = invisible in game; set for SQL export");
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const char* beh2[] = {"Stationary", "Patrol", "Wander", "Scripted"};
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int bi2 = static_cast<int>(sel->behavior);
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