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authormegamage <none@none.none>2011-10-18 14:31:34 -0400
committermegamage <none@none.none>2011-10-18 14:31:34 -0400
commit7231ab959fcd42b653e46eb7306688af550a240d (patch)
tree82befe9bf51e4ddda95ed38e4c5cdabc1ec4e793 /src/server/game/Grids/GridStates.cpp
parentbb64e64463a8f8899cd375bca4d03cc48f490b01 (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-xsrc/server/game/Grids/GridStates.cpp5
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());
}