Core/Movement: fixed some db layout issues when loading creature movements
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1793f39fcc
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+5
-5
@@ -528,16 +528,16 @@ void ObjectMgr::LoadCreatureTemplate(Field* fields)
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creatureTemplate.maxgold = fields[59].GetUInt32();
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creatureTemplate.AIName = fields[60].GetString();
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creatureTemplate.MovementType = uint32(fields[61].GetUInt8());
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if (!fields[65].IsNull())
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if (!fields[62].IsNull())
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creatureTemplate.Movement.Ground = static_cast<CreatureGroundMovementType>(fields[62].GetUInt8());
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if (!fields[66].IsNull())
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if (!fields[63].IsNull())
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creatureTemplate.Movement.Swim = fields[63].GetBool();
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if (!fields[67].IsNull())
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if (!fields[64].IsNull())
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creatureTemplate.Movement.Flight = static_cast<CreatureFlightMovementType>(fields[64].GetUInt8());
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if (!fields[68].IsNull())
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if (!fields[65].IsNull())
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creatureTemplate.Movement.Rooted = fields[65].GetBool();
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if (!fields[66].IsNull())
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@@ -1480,7 +1480,7 @@ void ObjectMgr::LoadCreatureMovementOverrides()
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movement.Swim = fields[2].GetBool();
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movement.Flight = static_cast<CreatureFlightMovementType>(fields[3].GetUInt8());
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movement.Rooted = fields[4].GetBool();
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movement.Random = static_cast<CreatureRandomMovementType>(fields[6].GetUInt8());
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movement.Random = static_cast<CreatureRandomMovementType>(fields[5].GetUInt8());
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CheckCreatureMovement("creature_movement_override", spawnId, movement);
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} while (result->NextRow());
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