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More clean up of grid system.
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@@ -361,7 +361,7 @@ void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
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// Spawn if necessary (loaded grids only)
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Map* map = const_cast<Map*>(sMapMgr->CreateBaseMap(data->mapid));
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// We use spawn coords to spawn
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if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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if (!map->Instanceable() && map->IsGridLoaded(data->posX, data->posY))
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{
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Creature* creature = new Creature;
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//sLog->outDebug(LOG_FILTER_POOLSYS, "Spawning creature %u", guid);
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@@ -387,7 +387,7 @@ void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj)
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// this base map checked as non-instanced and then only existed
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Map* map = const_cast<Map*>(sMapMgr->CreateBaseMap(data->mapid));
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// We use current coords to unspawn, not spawn coords since creature can have changed grid
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if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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if (!map->Instanceable() && map->IsGridLoaded(data->posX, data->posY))
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{
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GameObject* pGameobject = new GameObject;
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//sLog->outDebug(LOG_FILTER_POOLSYS, "Spawning gameobject %u", guid);
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