Revert "screw this, seems default weapons just are busted for some "creatures" even if said creature is a shuttle"

This reverts commit 0a27156c59.
This commit is contained in:
DarthArgus
2016-01-21 21:03:15 -06:00
parent ee2b95795f
commit 5d536244ae
@@ -1773,19 +1773,28 @@ void CreatureObject::initializeFirstTimeObject()
//-- Get ourselves into a reasonable locomotion state.
updateMovementInfo();
// create the default weapon
initializeDefaultWeapon();
// set the current weapon
WeaponObject * weapon = getReadiedWeapon();
if (weapon != NULL)
setCurrentWeapon(*weapon);
#ifdef _DEBUG
//Quick error check since all creatures should have a default weapon
WARNING_STRICT_FATAL(!getDefaultWeapon(), ("Creature %s (%s) has no default "
"weapon", getNetworkId().getValueString(), getTemplateName()));
#endif
std::string creature = getTemplateName();
//transport shuttles and other animated ships are "Creatures" but don't need weapons
//and throw warns if we try to give them one
//in their templates, most are marked "HACK" so let's just silence stuff for those
if (creature.find("object/creature/npc/theme_park") == std::string::npos)
{
// create the default weapon
initializeDefaultWeapon();
// set the current weapon
WeaponObject * weapon = getReadiedWeapon();
if (weapon != NULL)
setCurrentWeapon(*weapon);
//Quick error check since all creatures should have a default weapon
std::string creature = getTemplateName();
WARNING_STRICT_FATAL(!getDefaultWeapon(), ("Creature %s (%s) has no default "
"weapon", getNetworkId().getValueString(), creature));
}
const ServerCreatureObjectTemplate * myTemplate = safe_cast<const ServerCreatureObjectTemplate *>(getObjectTemplate());
Unicode::String newName = NameManager::getInstance().generateRandomName(ConfigServerGame::getCharacterNameGeneratorDirectory(), myTemplate->getNameGeneratorType());
@@ -3011,9 +3020,9 @@ void CreatureObject::initializeDefaultWeapon()
if (weaponTemplate == NULL)
{
std::string creature = getTemplateName();
#ifdef _DEBUG
WARNING(true, ("Creature template %s has no valid default weapon!", creature));
#endif
// try to use the fallback weapon
weaponTemplate = dynamic_cast<ServerWeaponObjectTemplate const *>(ObjectTemplateList::fetch(ConfigServerGame::getFallbackDefaultWeapon()));