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authorShauren <shauren.trinity@gmail.com>2012-06-07 23:20:57 +0200
committerShauren <shauren.trinity@gmail.com>2012-06-07 23:20:57 +0200
commitc7775c8d72fb8618ad96c243910f923b239ea39b (patch)
tree9ea59ceec04ac86bedfe31655abb04561c312e70 /src/server/game/Instances/InstanceSaveMgr.cpp
parent426145373ba93f080c5503054daecd9ec823edcb (diff)
Core/Maps: Moved object respawn time storage from global to map level. This removes unneccessary locking since all objects run within its map's thread.
Diffstat (limited to 'src/server/game/Instances/InstanceSaveMgr.cpp')
-rwxr-xr-xsrc/server/game/Instances/InstanceSaveMgr.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Instances/InstanceSaveMgr.cpp b/src/server/game/Instances/InstanceSaveMgr.cpp
index 8078a91d082..2e0d1e47c92 100755
--- a/src/server/game/Instances/InstanceSaveMgr.cpp
+++ b/src/server/game/Instances/InstanceSaveMgr.cpp
@@ -543,7 +543,7 @@ void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
if (iMap && iMap->IsDungeon())
((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
- sObjectMgr->DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded
+ iMap->DeleteRespawnTimes();
// Free up the instance id and allow it to be reused
sMapMgr->FreeInstanceId(instanceId);