diff options
author | Shauren <shauren.trinity@gmail.com> | 2013-10-26 17:06:50 +0200 |
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committer | Shauren <shauren.trinity@gmail.com> | 2013-10-26 17:06:50 +0200 |
commit | 75a790ca475c6af31730d331a3ab185f8abdd6e2 (patch) | |
tree | f961f8de614ac7e1dfc1f17c68e83c7d14feff20 /src/server/game/Grids/ObjectGridLoader.cpp | |
parent | 8d6aec608f0cd323d291dc12efce32f630590a23 (diff) | |
parent | b81bf7d0250939ee96b942f554c16d950f06c7b1 (diff) |
Merge branch 'master' of github.com:TrinityCore/TrinityCore into 4.3.4
Diffstat (limited to 'src/server/game/Grids/ObjectGridLoader.cpp')
-rw-r--r-- | src/server/game/Grids/ObjectGridLoader.cpp | 30 |
1 files changed, 29 insertions, 1 deletions
diff --git a/src/server/game/Grids/ObjectGridLoader.cpp b/src/server/game/Grids/ObjectGridLoader.cpp index 9d1e179db6f..c823f0df1cc 100644 --- a/src/server/game/Grids/ObjectGridLoader.cpp +++ b/src/server/game/Grids/ObjectGridLoader.cpp @@ -44,6 +44,20 @@ void ObjectGridEvacuator::Visit(CreatureMapType &m) } } +void ObjectGridEvacuator::Visit(GameObjectMapType &m) +{ + // gameobject in unloading grid can have respawn point in another grid + // if it will be unloaded then it will not respawn in original grid until unload/load original grid + // move to respawn point to prevent this case. For player view in respawn grid this will be normal respawn. + for (GameObjectMapType::iterator iter = m.begin(); iter != m.end();) + { + GameObject* go = iter->GetSource(); + ++iter; + + go->GetMap()->GameObjectRespawnRelocation(go, true); + } +} + // for loading world object at grid loading (Corpses) /// @todo to implement npc on transport, also need to load npcs at grid loading class ObjectWorldLoader @@ -71,12 +85,26 @@ template<class T> void ObjectGridLoader::SetObjectCell(T* /*obj*/, CellCoord con template<> void ObjectGridLoader::SetObjectCell(Creature* obj, CellCoord const& cellCoord) { Cell cell(cellCoord); + obj->SetCurrentCell(cell); +} +template<> void ObjectGridLoader::SetObjectCell(GameObject* obj, CellCoord const& cellCoord) +{ + Cell cell(cellCoord); obj->SetCurrentCell(cell); } template <class T> -void AddObjectHelper(CellCoord &cell, GridRefManager<T> &m, uint32 &count, Map* map, T *obj) +void AddObjectHelper(CellCoord &cell, GridRefManager<T> &m, uint32 &count, Map* /*map*/, T *obj) +{ + obj->AddToGrid(m); + ObjectGridLoader::SetObjectCell(obj, cell); + obj->AddToWorld(); + ++count; +} + +template <> +void AddObjectHelper(CellCoord &cell, CreatureMapType &m, uint32 &count, Map* map, Creature *obj) { obj->AddToGrid(m); ObjectGridLoader::SetObjectCell(obj, cell); |