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/Map.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/Map.cpp')
-rw-r--r-- | src/game/Map.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/Map.cpp b/src/game/Map.cpp index 9deb86855a6..04d7e028479 100644 --- a/src/game/Map.cpp +++ b/src/game/Map.cpp @@ -878,7 +878,7 @@ bool Map::UnloadGrid(const uint32 &x, const uint32 &y, bool pForce) assert( grid != NULL); { - if(!pForce && ObjectAccessor::Instance().PlayersNearGrid(x, y, i_id, i_InstanceId) ) + if(!pForce && ObjectAccessor::Instance().ActiveObjectsNearGrid(x, y, i_id, i_InstanceId) ) return false; DEBUG_LOG("Unloading grid[%u,%u] for map %u", x,y, i_id); |