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https://github.com/TrinityCore/TrinityCore.git
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Core/Transports
* Rewritten path generation, now uses splines - timers are a lot more accurate now * Implemented stopping transports * Implemented spawning transports in instances * Implemented spawning gameobjects as transport passengers * Transport passengers are now stored in creature/gameobject table using gameobject_template.data6 from transport's template as map id
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@@ -292,8 +292,6 @@ void MapManager::Update(uint32 diff)
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iter->second->DelayedUpdate(uint32(i_timer.GetCurrent()));
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sObjectAccessor->Update(uint32(i_timer.GetCurrent()));
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for (TransportSet::iterator itr = m_Transports.begin(); itr != m_Transports.end(); ++itr)
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(*itr)->Update(uint32(i_timer.GetCurrent()));
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i_timer.SetCurrent(0);
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}
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@@ -326,12 +324,6 @@ bool MapManager::IsValidMAP(uint32 mapid, bool startUp)
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void MapManager::UnloadAll()
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{
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for (TransportSet::iterator i = m_Transports.begin(); i != m_Transports.end(); ++i)
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{
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(*i)->RemoveFromWorld();
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delete *i;
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}
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for (MapMapType::iterator iter = i_maps.begin(); iter != i_maps.end();)
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{
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iter->second->UnloadAll();
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