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authorsilver1ce <none@none>2010-02-03 16:53:40 +0200
committersilver1ce <none@none>2010-02-03 16:53:40 +0200
commita307ba784c1c658902b0d7195e1cfca038a155f5 (patch)
tree23542b941fc006fd0fe586dc223571709ec9fc69 /src/game/GameEventMgr.cpp
parent23bdbf1ad3bf50696724e3502ab1775a26f2886e (diff)
*Move object's field\visibility update functions to object from accessor
removed useless SendUpdateObjectToAllExcept - anyway fields will be updated, there is no sense to force update them --HG-- branch : trunk
Diffstat (limited to 'src/game/GameEventMgr.cpp')
-rw-r--r--src/game/GameEventMgr.cpp2
1 files changed, 0 insertions, 2 deletions
diff --git a/src/game/GameEventMgr.cpp b/src/game/GameEventMgr.cpp
index 1f4f7d251ff..8930abaccb8 100644
--- a/src/game/GameEventMgr.cpp
+++ b/src/game/GameEventMgr.cpp
@@ -1206,8 +1206,6 @@ void GameEventMgr::UpdateEventNPCFlags(uint16 event_id)
cr->SetUInt32Value(UNIT_NPC_FLAGS,npcflag);
// reset gossip options, since the flag change might have added / removed some
//cr->ResetGossipOptions();
- // update to world
- cr->SendUpdateObjectToAllExcept(NULL);
}
// if we didn't find it, then the npcflag will be updated when the creature is loaded
}