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authormegamage <none@none>2008-12-12 11:21:28 -0600
committermegamage <none@none>2008-12-12 11:21:28 -0600
commitb6c288ca9fb271923f493ee39d78b5dc4b2a996f (patch)
treeec03c0dce11277c5e04f87a33ca76f1dd78687e7 /src/game/ObjectGridLoader.cpp
parent135f39a5efabc12728924933056f3ea952dd2c09 (diff)
*Update to Mangos 6902. Source: Mangos.
*Skipped rev: rev 6893, some code about waypoint movement. --HG-- branch : trunk
Diffstat (limited to 'src/game/ObjectGridLoader.cpp')
-rw-r--r--src/game/ObjectGridLoader.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/ObjectGridLoader.cpp b/src/game/ObjectGridLoader.cpp
index 39727db2985..0e2b6ae329d 100644
--- a/src/game/ObjectGridLoader.cpp
+++ b/src/game/ObjectGridLoader.cpp
@@ -52,7 +52,7 @@ ObjectGridRespawnMover::Visit(CreatureMapType &m)
{
// creature in unloading grid can have respawn point in another grid
// if it will be unloaded then it will not respawn in original grid until unload/load original grid
- // move to respwn point to prevent this case. For player view in respawn grid this wll be normal respawn.
+ // move to respawn point to prevent this case. For player view in respawn grid this will be normal respawn.
for(CreatureMapType::iterator iter=m.begin(), next; iter != m.end(); iter = next)
{
next = iter; ++next;