diff options
author | megamage <none@none.none> | 2011-10-18 14:31:34 -0400 |
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committer | megamage <none@none.none> | 2011-10-18 14:31:34 -0400 |
commit | 7231ab959fcd42b653e46eb7306688af550a240d (patch) | |
tree | 82befe9bf51e4ddda95ed38e4c5cdabc1ec4e793 /src/server/game/Grids/GridStates.cpp | |
parent | bb64e64463a8f8899cd375bca4d03cc48f490b01 (diff) |
Clean up grid system. Get rid of GridLoader. This patch should not change any logic, except the incorrect calculation of the number of loaded corpse (which only affects log).
Diffstat (limited to 'src/server/game/Grids/GridStates.cpp')
-rwxr-xr-x | src/server/game/Grids/GridStates.cpp | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/src/server/game/Grids/GridStates.cpp b/src/server/game/Grids/GridStates.cpp index 91bb926fd02..dcf7c3bf1ad 100755 --- a/src/server/game/Grids/GridStates.cpp +++ b/src/server/game/Grids/GridStates.cpp @@ -35,8 +35,9 @@ ActiveState::Update(Map &m, NGridType &grid, GridInfo & info, const uint32 x, co { if (grid.ActiveObjectsInGrid() == 0 && !m.ActiveObjectsNearGrid(x, y)) { - ObjectGridStoper stoper(grid); - stoper.StopN(); + ObjectGridStoper worker; + TypeContainerVisitor<ObjectGridStoper, GridTypeMapContainer> visitor(worker); + grid.VisitAllGrids(visitor); grid.SetGridState(GRID_STATE_IDLE); sLog->outDebug(LOG_FILTER_MAPS, "Grid[%u, %u] on map %u moved to IDLE state", x, y, m.GetId()); } |