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authorQAston <none@none>2009-05-15 18:00:50 +0200
committerQAston <none@none>2009-05-15 18:00:50 +0200
commita796012723dd2410a150264a4f32f00bc570ef76 (patch)
treed55cada7db3c9c752815c79d9d164069acd99edc /src/game/Map.cpp
parentae461a4158d6376e28e7bc53d3f7ad5690a5064e (diff)
parentad92f5e210b7a2c0584cdabd30560fe723d160be (diff)
*Merge some fixes from tc1
--HG-- branch : trunk
Diffstat (limited to 'src/game/Map.cpp')
-rw-r--r--src/game/Map.cpp7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/game/Map.cpp b/src/game/Map.cpp
index 3884f39f5a4..140904bfb19 100644
--- a/src/game/Map.cpp
+++ b/src/game/Map.cpp
@@ -120,7 +120,7 @@ void Map::LoadVMap(int gx,int gy)
}
}
-void Map::LoadMap(int gx,int gy)
+void Map::LoadMap(int gx,int gy, bool reload)
{
if( i_InstanceId != 0 )
{
@@ -138,6 +138,9 @@ void Map::LoadMap(int gx,int gy)
return;
}
+ if(GridMaps[gx][gy] && !reload)
+ return;
+
//map already load, delete it before reloading (Is it necessary? Do we really need the ability the reload maps during runtime?)
if(GridMaps[gx][gy])
{
@@ -2503,7 +2506,7 @@ void InstanceMap::CreateInstanceData(bool load)
{
Field* fields = result->Fetch();
const char* data = fields[0].GetString();
- if(data)
+ if(data && data != "")
{
sLog.outDebug("Loading instance data for `%s` with id %u", objmgr.GetScriptName(i_script_id), i_InstanceId);
i_data->Load(data);