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
This commit is contained in:
Shauren
2013-10-16 18:37:29 +02:00
parent 53cc37bcec
commit ce55647c41
43 changed files with 2165 additions and 946 deletions

View File

@@ -292,8 +292,6 @@ void MapManager::Update(uint32 diff)
iter->second->DelayedUpdate(uint32(i_timer.GetCurrent()));
sObjectAccessor->Update(uint32(i_timer.GetCurrent()));
for (TransportSet::iterator itr = m_Transports.begin(); itr != m_Transports.end(); ++itr)
(*itr)->Update(uint32(i_timer.GetCurrent()));
i_timer.SetCurrent(0);
}
@@ -326,12 +324,6 @@ bool MapManager::IsValidMAP(uint32 mapid, bool startUp)
void MapManager::UnloadAll()
{
for (TransportSet::iterator i = m_Transports.begin(); i != m_Transports.end(); ++i)
{
(*i)->RemoveFromWorld();
delete *i;
}
for (MapMapType::iterator iter = i_maps.begin(); iter != i_maps.end();)
{
iter->second->UnloadAll();