diff options
author | n0n4m3 <none@none> | 2009-12-23 08:04:10 +0100 |
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committer | n0n4m3 <none@none> | 2009-12-23 08:04:10 +0100 |
commit | 3fe0bc52541d8cdf4fa992d9b8b3101cde5848f0 (patch) | |
tree | be5871dc19f69f4555d9ffa7c57e5d964b8e60e0 /src/game/Map.cpp | |
parent | 7ea2510980d4b1c96f0341e9c8b9d5784862dc72 (diff) |
Replaced time(NULL) on sGameTime.GetGameTime() this is used for better performance.
Original Timer.h divided into 2 parts. Shared project has no need to know about GameTime Singleton.
2 Identical structures with different types are now replaced with one generic templated structure and 2 typedefs.
--HG--
branch : trunk
Diffstat (limited to 'src/game/Map.cpp')
-rw-r--r-- | src/game/Map.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/game/Map.cpp b/src/game/Map.cpp index 8e72be7ad5e..f419e21364a 100644 --- a/src/game/Map.cpp +++ b/src/game/Map.cpp @@ -3135,7 +3135,7 @@ void Map::ScriptsStart(ScriptMapMap const& scripts, uint32 id, Object* source, O sa.ownerGUID = ownerGUID; sa.script = &iter->second; - m_scriptSchedule.insert(std::pair<time_t, ScriptAction>(time_t(sWorld.GetGameTime() + iter->first), sa)); + m_scriptSchedule.insert(std::pair<time_t, ScriptAction>(time_t(sGameTime.GetGameTime() + iter->first), sa)); if (iter->first == 0) immedScript = true; @@ -3165,7 +3165,7 @@ void Map::ScriptCommandStart(ScriptInfo const& script, uint32 delay, Object* sou sa.ownerGUID = ownerGUID; sa.script = &script; - m_scriptSchedule.insert(std::pair<time_t, ScriptAction>(time_t(sWorld.GetGameTime() + delay), sa)); + m_scriptSchedule.insert(std::pair<time_t, ScriptAction>(time_t(sGameTime.GetGameTime() + delay), sa)); sWorld.IncreaseScheduledScriptsCount(); @@ -3187,7 +3187,7 @@ void Map::ScriptsProcess() ///- Process overdue queued scripts std::multimap<time_t, ScriptAction>::iterator iter = m_scriptSchedule.begin(); // ok as multimap is a *sorted* associative container - while (!m_scriptSchedule.empty() && (iter->first <= sWorld.GetGameTime())) + while (!m_scriptSchedule.empty() && (iter->first <= sGameTime.GetGameTime())) { ScriptAction const& step = iter->second; |