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Snowdog

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  1. I was getting an error (for example) WaypointMovementGenerator::LoadPaath: Creature (Entry: 32721 Guid: 88636) doesn't have waypoint path 0 for all creatures that were supposed to be walking around on waypoint paths. Found a bug in the WaypointManager.cpp void WaypointManager::Load() routine. In the creature_movement section: WaypointPath& path = m_pathTemplateMap[id << 8]; should be WaypointPath& path = m_pathMap[id]; and farther down in the creature_movement_template section the same line has the correct m_pathTemplateMap but is missing the << 8. Now everything is moving but some creatures are not exactly following the waypoints.
  2. Found the cause of this in game/WorldHandlers/Spell.cpp In SpellCastResult Spell::CheckCast(bool strict) missing break; at end of case SPELL_EFFECT_OPEN_LOCK: is causing program flow to go into case SPELL_EFFECT_SUMMON_DEAD_PET:
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