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.
This commit is contained in:
Kelsi 2026-05-06 01:57:49 -07:00
parent 7d3eb59893
commit f6187e7f9a

View file

@ -1940,6 +1940,12 @@ void EditorUI::renderNpcPanel(EditorApp& app) {
ImGui::DragFloat("Scale##s", &sel->scale, 0.05f, 0.1f, 50.0f, "%.2f");
int hp2 = sel->health; if (ImGui::InputInt("HP##s", &hp2)) sel->health = std::max(1, hp2);
int lv2 = sel->level; if (ImGui::InputInt("Lv##s", &lv2)) sel->level = std::max(1, lv2);
int dispId = static_cast<int>(sel->displayId);
if (ImGui::InputInt("Display ID##s", &dispId))
sel->displayId = static_cast<uint32_t>(std::max(0, dispId));
if (sel->displayId == 0)
ImGui::TextColored(ImVec4(0.9f, 0.6f, 0.3f, 1),
"Display ID 0 = invisible in game; set for SQL export");
const char* beh2[] = {"Stationary", "Patrol", "Wander", "Scripted"};
int bi2 = static_cast<int>(sel->behavior);