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authormegamage <none@none>2008-11-20 20:28:17 -0600
committermegamage <none@none>2008-11-20 20:28:17 -0600
commit5528b7c512ef7968b11ea93a48364a58b629b18b (patch)
tree92dde452da86b70d73af90c3acfecf64b4bc04ca /src/game/Map.cpp
parent2c95ee4b31962198e3e6803bf56fe604724a2111 (diff)
*Fix the bug that updatepacket is not sent to players.
*TODO: move creature::update to map::update. This requires that move activeobjectlist to map. --HG-- branch : trunk
Diffstat (limited to 'src/game/Map.cpp')
-rw-r--r--src/game/Map.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/src/game/Map.cpp b/src/game/Map.cpp
index 3804560b662..39006c932c6 100644
--- a/src/game/Map.cpp
+++ b/src/game/Map.cpp
@@ -596,7 +596,9 @@ bool Map::loaded(const GridPair &p) const
void Map::Update(const uint32 &t_diff)
{
- resetMarkedCells();
+ // TODO: need have an active object list for every map
+
+ /*resetMarkedCells();
Trinity::ObjectUpdater updater(t_diff);
// for creature
@@ -642,8 +644,7 @@ void Map::Update(const uint32 &t_diff)
}
}
}
- }
-
+ }*/
// Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load !
// This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended