diff options
author | w12x <none@none> | 2008-10-27 08:41:55 -0500 |
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committer | w12x <none@none> | 2008-10-27 08:41:55 -0500 |
commit | e72a13c3dd10922a18d9ee59a7f62fbfb6b69c03 (patch) | |
tree | ddc7ef24aa60c78b749a6e7e4e8880f56c42e618 /src/game/GameObject.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/GameObject.cpp')
-rw-r--r-- | src/game/GameObject.cpp | 4 |
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) |