aboutsummaryrefslogtreecommitdiff
path: root/src/game/GameObject.cpp
diff options
context:
space:
mode:
authorw12x <none@none>2008-10-27 08:41:55 -0500
committerw12x <none@none>2008-10-27 08:41:55 -0500
commite72a13c3dd10922a18d9ee59a7f62fbfb6b69c03 (patch)
treeddc7ef24aa60c78b749a6e7e4e8880f56c42e618 /src/game/GameObject.cpp
parent0e18e4330c0ab109080d5b7f18a3f9f83412e65a (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/GameObject.cpp')
-rw-r--r--src/game/GameObject.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp
index fb29c2f56a2..2a5b9fb1867 100644
--- a/src/game/GameObject.cpp
+++ b/src/game/GameObject.cpp
@@ -82,14 +82,14 @@ void GameObject::AddToWorld()
{
///- Register the gameobject for guid lookup
if(!IsInWorld()) ObjectAccessor::Instance().AddObject(this);
- Object::AddToWorld();
+ WorldObject::AddToWorld();
}
void GameObject::RemoveFromWorld()
{
///- Remove the gameobject from the accessor
if(IsInWorld()) ObjectAccessor::Instance().RemoveObject(this);
- Object::RemoveFromWorld();
+ WorldObject::RemoveFromWorld();
}
bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, uint32 go_state, uint32 ArtKit)