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authorn0n4m3 <none@none>2009-12-17 07:34:00 +0100
committern0n4m3 <none@none>2009-12-17 07:34:00 +0100
commit2028f0658b2bb95e2390aba8fd995271fe4e41d6 (patch)
tree0b468a4234b90588e7b7e799b7581b57800add2d /src/game/Unit.cpp
parent8507b7da9902303189e9d01c8c23d1aaf8d656bd (diff)
Removed mtmaps OpenMP
Implement mtmaps based on ACE For stable work MapUpdate.Threads=2 in config --HG-- branch : trunk
Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r--src/game/Unit.cpp7
1 files changed, 2 insertions, 5 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 74580d45f9b..90836cd23ea 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -225,11 +225,8 @@ void Unit::Update(uint32 p_time)
// WARNING! Order of execution here is important, do not change.
// Spells must be processed with event system BEFORE they go to _UpdateSpells.
// Or else we may have some SPELL_STATE_FINISHED spells stalled in pointers, that is bad.
- #pragma omp critical(UpdateThreadSafety)
- {
- m_Events.Update(p_time);
- _UpdateSpells(p_time);
- }
+ m_Events.Update(p_time);
+ _UpdateSpells(p_time);
// If this is set during update SetCantProc(false) call is missing somewhere in the code
// Having this would prevent spells from being proced, so let's crash