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Map local guids 6.x -> 3.3.35:
Implemented:ca83e14f8bee1c1b97be18e4ab6911bf37446b3ccb854a2b7b* This adds separate (per map) guid sequences depending on object type * Ported map object container from cmangos/mangos-wotlk@a2d396e * Added type container visitor for TypeUnorderedMapContainer * Implemented helper function to erase unique pairs from multimap containers * Moved object storage of all objects except players and transports to map level * Added containers linking database spawn id with creature/gameobject in world * Renamed DBTableGuid to spawnId * Added a separate spawn id sequence generator for creatures and gameobjects - this will be used in db tables * Moved building SMSG_UPDATE_OBJECT - updatefields changes broadcast to map update * Added new function to return but not increment guid * Adjusted .debug loadcells to show low guid in map before/after load * Added debug messages for creature spawn/destroy, for map guid debugging * Store all Gameobjects and Creatures added to OutdoorPvP, so the callback script can be removed when OutdoorPvP instance is destroyed.
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@@ -79,6 +79,7 @@ Map* MapManager::CreateBaseMap(uint32 id)
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{
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map = new Map(id, i_gridCleanUpDelay, 0, REGULAR_DIFFICULTY);
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map->LoadRespawnTimes();
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map->LoadCorpseData();
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}
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i_maps[id] = map;
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@@ -250,8 +251,6 @@ void MapManager::Update(uint32 diff)
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for (iter = i_maps.begin(); iter != i_maps.end(); ++iter)
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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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i_timer.SetCurrent(0);
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}
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