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First step of comment style refactoring to doxygen-style.
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@@ -315,7 +315,7 @@ template<>
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void Map::DeleteFromWorld(Player* player)
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{
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sObjectAccessor->RemoveObject(player);
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sObjectAccessor->RemoveUpdateObject(player); //TODO: I do not know why we need this, it should be removed in ~Object anyway
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sObjectAccessor->RemoveUpdateObject(player); /// @todo I do not know why we need this, it should be removed in ~Object anyway
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delete player;
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}
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@@ -438,7 +438,7 @@ void Map::InitializeObject(Creature* obj)
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template<class T>
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bool Map::AddToMap(T *obj)
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{
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//TODO: Needs clean up. An object should not be added to map twice.
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/// @todo Needs clean up. An object should not be added to map twice.
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if (obj->IsInWorld())
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{
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ASSERT(obj->IsInGrid());
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@@ -839,7 +839,7 @@ void Map::MoveAllCreaturesInMoveList()
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//This may happen when a player just logs in and a pet moves to a nearby unloaded cell
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//To avoid this, we can load nearby cells when player log in
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//But this check is always needed to ensure safety
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//TODO: pets will disappear if this is outside CreatureRespawnRelocation
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/// @todo pets will disappear if this is outside CreatureRespawnRelocation
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//need to check why pet is frequently relocated to an unloaded cell
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if (c->isPet())
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((Pet*)c)->Remove(PET_SAVE_NOT_IN_SLOT, true);
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@@ -2387,7 +2387,7 @@ bool InstanceMap::CanEnter(Player* player)
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*/
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bool InstanceMap::AddPlayerToMap(Player* player)
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{
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// TODO: Not sure about checking player level: already done in HandleAreaTriggerOpcode
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/// @todo Not sure about checking player level: already done in HandleAreaTriggerOpcode
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// GMs still can teleport player in instance.
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// Is it needed?
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@@ -2541,7 +2541,7 @@ void InstanceMap::CreateInstanceData(bool load)
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if (load)
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{
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// TODO: make a global storage for this
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/// @todo make a global storage for this
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_INSTANCE);
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stmt->setUInt16(0, uint16(GetId()));
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stmt->setUInt32(1, i_InstanceId);
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