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authorShauren <shauren.trinity@gmail.com>2022-06-11 14:04:56 +0200
committerShauren <shauren.trinity@gmail.com>2022-06-11 14:04:56 +0200
commit94d829c84fb184990e26178551d10ecdca049efd (patch)
tree2adacdef7068e3d00db2983f00e7ac6799653206 /src/server/game/Globals/ObjectMgr.cpp
parent4e2b4ada0b8cb151837a6cc8f22b75baef028b13 (diff)
Core/Pools: Implemented pooling for instances
Diffstat (limited to 'src/server/game/Globals/ObjectMgr.cpp')
-rw-r--r--src/server/game/Globals/ObjectMgr.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/server/game/Globals/ObjectMgr.cpp b/src/server/game/Globals/ObjectMgr.cpp
index 0a6050ef26a..7324e9e05b1 100644
--- a/src/server/game/Globals/ObjectMgr.cpp
+++ b/src/server/game/Globals/ObjectMgr.cpp
@@ -2177,7 +2177,7 @@ void ObjectMgr::LoadCreatures()
data.movementType = fields[14].GetUInt8();
data.spawnDifficulties = ParseSpawnDifficulties(fields[15].GetString(), "creature", guid, data.mapId, spawnMasks[data.mapId]);
int16 gameEvent = fields[16].GetInt8();
- uint32 PoolId = fields[17].GetUInt32();
+ data.poolId = fields[17].GetUInt32();
data.npcflag = fields[18].GetUInt64();
data.unit_flags = fields[19].GetUInt32();
data.unit_flags2 = fields[20].GetUInt32();
@@ -2370,8 +2370,8 @@ void ObjectMgr::LoadCreatures()
WorldDatabase.Execute(stmt);
}
- // Add to grid if not managed by the game event or pool system
- if (gameEvent == 0 && PoolId == 0)
+ // Add to grid if not managed by the game event
+ if (gameEvent == 0)
AddCreatureToGrid(&data);
}
while (result->NextRow());
@@ -2659,7 +2659,7 @@ void ObjectMgr::LoadGameObjects()
}
int16 gameEvent = fields[15].GetInt8();
- uint32 PoolId = fields[16].GetUInt32();
+ data.poolId = fields[16].GetUInt32();
data.phaseUseFlags = fields[17].GetUInt8();
data.phaseId = fields[18].GetUInt32();
data.phaseGroup = fields[19].GetUInt32();
@@ -2771,7 +2771,7 @@ void ObjectMgr::LoadGameObjects()
WorldDatabase.Execute(stmt);
}
- if (gameEvent == 0 && PoolId == 0) // if not this is to be managed by GameEvent System or Pool system
+ if (gameEvent == 0) // if not this is to be managed by GameEvent System
AddGameobjectToGrid(&data);
}
while (result->NextRow());