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authorclick <none@none>2010-10-22 03:39:27 +0200
committerclick <none@none>2010-10-22 03:39:27 +0200
commitcaf8bbbe0a8e35c4e43dfe21286e4c8c8f992994 (patch)
tree89cef919aacfc3b3045d583e31cdcc25532aed89
parent8ad97b1a47ecf00805457e433b77056fb43cc59b (diff)
Core/Grid: Fix infinity-loop in grid loading (patch by SilverIce)
--HG-- branch : trunk
-rwxr-xr-xsrc/server/game/Maps/Map.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index 364f11fdbd6..ff826e32887 100755
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -370,13 +370,13 @@ bool Map::EnsureGridLoaded(const Cell &cell)
{
sLog.outDebug("Loading grid[%u,%u] for map %u instance %u", cell.GridX(), cell.GridY(), GetId(), i_InstanceId);
+ setGridObjectDataLoaded(true,cell.GridX(), cell.GridY());
+
ObjectGridLoader loader(*grid, this, cell);
loader.LoadN();
// Add resurrectable corpses to world object list in grid
sObjectAccessor.AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this);
-
- setGridObjectDataLoaded(true,cell.GridX(), cell.GridY());
return true;
}