diff options
author | w12x <none@none> | 2008-10-27 08:41:55 -0500 |
---|---|---|
committer | w12x <none@none> | 2008-10-27 08:41:55 -0500 |
commit | e72a13c3dd10922a18d9ee59a7f62fbfb6b69c03 (patch) | |
tree | ddc7ef24aa60c78b749a6e7e4e8880f56c42e618 /src/game/DynamicObject.cpp | |
parent | 0e18e4330c0ab109080d5b7f18a3f9f83412e65a (diff) |
[svn] * Allow WorldObjects to keep the grid active, and prevent it from being unloaded. This can be done through calling WorldObject::setActive(bool) from the scripting library. Note that entire instances are still unloaded if no player is present on that map to save resources. This behavior can be changed if the need arises.
--HG--
branch : trunk
Diffstat (limited to 'src/game/DynamicObject.cpp')
-rw-r--r-- | src/game/DynamicObject.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/DynamicObject.cpp b/src/game/DynamicObject.cpp index 97ae5a75ddd..c1f5212ca05 100644 --- a/src/game/DynamicObject.cpp +++ b/src/game/DynamicObject.cpp @@ -47,14 +47,14 @@ void DynamicObject::AddToWorld() { ///- Register the dynamicObject for guid lookup if(!IsInWorld()) ObjectAccessor::Instance().AddObject(this); - Object::AddToWorld(); + WorldObject::AddToWorld(); } void DynamicObject::RemoveFromWorld() { ///- Remove the dynamicObject from the accessor if(IsInWorld()) ObjectAccessor::Instance().RemoveObject(this); - Object::RemoveFromWorld(); + WorldObject::RemoveFromWorld(); } bool DynamicObject::Create( uint32 guidlow, Unit *caster, uint32 spellId, uint32 effIndex, float x, float y, float z, int32 duration, float radius ) |