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authormegamage <none@none>2009-02-26 16:29:55 -0600
committermegamage <none@none>2009-02-26 16:29:55 -0600
commitee6418d92a4cccbf63941016e7339ce557144287 (patch)
tree6e4cce4c8cfa8ae7c23506d313acd8703c786f3b /src/game/SpellEffects.cpp
parentc16848a23c25124e87034fd57ded304593fe67f5 (diff)
*Update active object code.
--HG-- branch : trunk
Diffstat (limited to 'src/game/SpellEffects.cpp')
-rw-r--r--src/game/SpellEffects.cpp7
1 files changed, 2 insertions, 5 deletions
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
index 846ab8ddf13..c9e0d1e0647 100644
--- a/src/game/SpellEffects.cpp
+++ b/src/game/SpellEffects.cpp
@@ -3497,11 +3497,8 @@ void Spell::EffectAddFarsight(uint32 i)
dynObj->SetUInt32Value(DYNAMICOBJECT_BYTES, 0x80000002);
m_caster->AddDynObject(dynObj);
- Map* map = dynObj->GetMap();
- map->LoadGrid(dynObj->GetPositionX(), dynObj->GetPositionY()); // In case the spell is casted into a different grid by player
- map->Add(dynObj);
- dynObj->setActive(true); // Keep the grid updated even if there are no players in it
- map->SwitchGridContainers(dynObj, true); // Needed for forwarding player packets
+ dynObj->setActive(true); //must before add to map to be put in world container
+ dynObj->GetMap()->Add(dynObj); //grid will also be loaded
// Need to update visibility of object for client to accept farsight guid
((Player*)m_caster)->UpdateVisibilityOf(dynObj);