From 8583415e20f1f0b24f61a81a846436f6cd2eb0c5 Mon Sep 17 00:00:00 2001 From: Antz Date: Tue, 31 Jan 2023 23:54:36 +0000 Subject: [PATCH] Fix Active Creature Flag logic --- src/game/Object/ObjectMgr.cpp | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/src/game/Object/ObjectMgr.cpp b/src/game/Object/ObjectMgr.cpp index 1035665f5..e242bd131 100644 --- a/src/game/Object/ObjectMgr.cpp +++ b/src/game/Object/ObjectMgr.cpp @@ -1569,11 +1569,12 @@ void ObjectMgr::LoadCreatures() if (gameEvent == 0 && GuidPoolId == 0 && EntryPoolId == 0) // if not this is to be managed by GameEvent System or Pool system { AddCreatureToGrid(guid, &data); - } - if (cInfo->ExtraFlags & CREATURE_FLAG_EXTRA_ACTIVE) - { - m_activeCreatures.insert(ActiveCreatureGuidsOnMap::value_type(data.mapid, guid)); + if (cInfo->ExtraFlags & CREATURE_FLAG_EXTRA_ACTIVE) + { + sLog.outString("Adding `creature` with Active Flag: Map: %u, Guid %u", data.mapid, guid); + m_activeCreatures.insert(ActiveCreatureGuidsOnMap::value_type(data.mapid, guid)); + } } ++count;