uint32 displayid = _obj->IsUnit() ? _obj->GetUInt32Value(UNIT_FIELD_DISPLAYID) : 0; // TODO: in case its GO get it from proto data
uint32 modelid = _instance->dbmgr.GetDB("creaturedisplayinfo").GetField(displayid).GetInteger("model");
std::string modelfile = std::string("data/model/") + _instance->dbmgr.GetDB("creaturemodeldata").GetField(modelid).GetString("file");
//scene::IAnimatedMesh *mesh = _smgr->getMesh(modelfile.c_str());
// ok we use a model that works for sure until crashs with some M2 files, especially character models, are fixed
scene::IAnimatedMesh *mesh = _smgr->getMesh("data/model/gyrocopter.m2");
if(mesh)
{
cube = _smgr->addAnimatedMeshSceneNode(mesh);
//video::ITexture *tex = _device->getVideoDriver()->getTexture("data/misc/square.jpg");
//cube->setMaterialTexture(0, tex);
//tex->drop();
}
else
{
cube = _smgr->addCubeSceneNode(2);
}