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authorVincent_Michael <Vincent_Michael@gmx.de>2013-10-19 04:23:45 +0200
committerVincent_Michael <Vincent_Michael@gmx.de>2013-10-19 04:23:45 +0200
commitd0948f572b7bdf38830e15b14640b15df70e6288 (patch)
tree66557058816e8da2d334c45d8d403cfd0b6771c9 /src/server/game/Grids/ObjectGridLoader.cpp
parent4ce12dc481323c11b4830d06f8080412d855cc64 (diff)
parent5915a220a51ccc118273fb5eccbe73e022530ab7 (diff)
Merge branch 'master' of github.com:TrinityCore/TrinityCore into mmaps_rw
Diffstat (limited to 'src/server/game/Grids/ObjectGridLoader.cpp')
-rw-r--r--src/server/game/Grids/ObjectGridLoader.cpp30
1 files changed, 29 insertions, 1 deletions
diff --git a/src/server/game/Grids/ObjectGridLoader.cpp b/src/server/game/Grids/ObjectGridLoader.cpp
index 58a5bbbff06..05dff6823be 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
@@ -70,12 +84,26 @@ 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);