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authorn0n4m3 <none@none>2009-12-18 06:54:49 +0100
committern0n4m3 <none@none>2009-12-18 06:54:49 +0100
commit304f59f2bb18439addc3da1471fae8d6dacbb8b2 (patch)
treedd0244de98513ac119959e4e5574ecc5ca7f69fd /src/game/GameEventMgr.cpp
parent6da2105aa9992af48b359c3c3f21d105f4f9cb9b (diff)
[8667] Correctly respawn pooled object in case the same object is selected for respawn
[8701] Fixes and inprovements in pool system. thx Frankir --HG-- branch : trunk
Diffstat (limited to 'src/game/GameEventMgr.cpp')
-rw-r--r--src/game/GameEventMgr.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/game/GameEventMgr.cpp b/src/game/GameEventMgr.cpp
index 7c879d86e7f..6e66e87cbe1 100644
--- a/src/game/GameEventMgr.cpp
+++ b/src/game/GameEventMgr.cpp
@@ -1279,7 +1279,9 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
for (IdList::iterator itr = mGameEventPoolIds[internal_event_id].begin(); itr != mGameEventPoolIds[internal_event_id].end(); ++itr)
{
- poolhandler.SpawnPool(*itr);
+ poolhandler.SpawnPool(*itr, 0, 0);
+ poolhandler.SpawnPool(*itr, 0, TYPEID_GAMEOBJECT);
+ poolhandler.SpawnPool(*itr, 0, TYPEID_UNIT);
}
}