diff options
author | Shauren <shauren.trinity@gmail.com> | 2013-10-16 18:37:29 +0200 |
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committer | Shauren <shauren.trinity@gmail.com> | 2013-10-16 18:37:29 +0200 |
commit | ce55647c415b710c6b440d96c2f26ebbc06c1d6e (patch) | |
tree | 515af245894c37aa76c590b6e602eb4e398d68be /src/server/game/Grids/ObjectGridLoader.cpp | |
parent | 53cc37bceca9ce7de1b9839251ccc809ebf768b6 (diff) |
Core/Transports
* Rewritten path generation, now uses splines - timers are a lot more accurate now
* Implemented stopping transports
* Implemented spawning transports in instances
* Implemented spawning gameobjects as transport passengers
* Transport passengers are now stored in creature/gameobject table using gameobject_template.data6 from transport's template as map id
Diffstat (limited to 'src/server/game/Grids/ObjectGridLoader.cpp')
-rw-r--r-- | src/server/game/Grids/ObjectGridLoader.cpp | 19 |
1 files changed, 19 insertions, 0 deletions
diff --git a/src/server/game/Grids/ObjectGridLoader.cpp b/src/server/game/Grids/ObjectGridLoader.cpp index 58a5bbbff06..b2ddd6b8a4a 100644 --- a/src/server/game/Grids/ObjectGridLoader.cpp +++ b/src/server/game/Grids/ObjectGridLoader.cpp @@ -43,6 +43,20 @@ 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 @@ -70,7 +84,12 @@ 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); } |