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authormegamage <none@none>2009-05-03 11:06:48 -0500
committermegamage <none@none>2009-05-03 11:06:48 -0500
commit206556b1113918de6b05ce2146ee0d5fe54d5226 (patch)
treeb934586b46022bb43b70ab685cc409fe39ef4c87 /src/game/Map.cpp
parent977295bb59ebf896fdde3814614396642a87536b (diff)
*Fix broken creature trigger spell visual effect.
--HG-- branch : trunk
Diffstat (limited to 'src/game/Map.cpp')
-rw-r--r--src/game/Map.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/game/Map.cpp b/src/game/Map.cpp
index b6aae4131d5..7f9a24bc484 100644
--- a/src/game/Map.cpp
+++ b/src/game/Map.cpp
@@ -519,7 +519,8 @@ Map::Add(T *obj)
DEBUG_LOG("Object %u enters grid[%u,%u]", GUID_LOPART(obj->GetGUID()), cell.GridX(), cell.GridY());
//something, such as vehicle, needs to be update immediately
- if(obj->GetTypeId() != TYPEID_UNIT)
+ //also, trigger needs to cast spell, if not update, cannot see visual
+ //if(obj->GetTypeId() != TYPEID_UNIT)
UpdateObjectVisibility(obj,cell,p);
AddNotifier(obj);