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authorTreeston <treeston.mmoc@gmail.com>2020-02-08 20:22:37 +0100
committerGitHub <noreply@github.com>2020-02-08 20:22:37 +0100
commit9304e496cbf6ab6c028671fb8526c732ae5d799f (patch)
tree997040bf14477bbd30b9b175aac93fa287de03e1 /src/server/game/Pools
parent726d5e91b55d4742dcbd6b0a82d84788dbb117b7 (diff)
Core/Misc: Some refactoring, #23603 prep: (#23676)
- Split SpawnMetadata off from SpawnData - No longer allocate Creature/Gameobject objects in ObjectGridLoader just to check their typeid and delete them afterwards Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
Diffstat (limited to 'src/server/game/Pools')
-rw-r--r--src/server/game/Pools/PoolMgr.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Pools/PoolMgr.cpp b/src/server/game/Pools/PoolMgr.cpp
index 83be9b7990b..45407c4c5aa 100644
--- a/src/server/game/Pools/PoolMgr.cpp
+++ b/src/server/game/Pools/PoolMgr.cpp
@@ -170,7 +170,7 @@ void PoolGroup<Creature>::Despawn1Object(ObjectGuid::LowType guid)
{
sObjectMgr->RemoveCreatureFromGrid(guid, data);
- Map* map = sMapMgr->CreateBaseMap(data->spawnPoint.GetMapId());
+ Map* map = sMapMgr->CreateBaseMap(data->mapId);
if (!map->Instanceable())
{
auto creatureBounds = map->GetCreatureBySpawnIdStore().equal_range(guid);
@@ -195,7 +195,7 @@ void PoolGroup<GameObject>::Despawn1Object(ObjectGuid::LowType guid)
{
sObjectMgr->RemoveGameobjectFromGrid(guid, data);
- Map* map = sMapMgr->CreateBaseMap(data->spawnPoint.GetMapId());
+ Map* map = sMapMgr->CreateBaseMap(data->mapId);
if (!map->Instanceable())
{
auto gameobjectBounds = map->GetGameObjectBySpawnIdStore().equal_range(guid);
@@ -316,7 +316,7 @@ void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
sObjectMgr->AddCreatureToGrid(obj->guid, data);
// Spawn if necessary (loaded grids only)
- Map* map = sMapMgr->CreateBaseMap(data->spawnPoint.GetMapId());
+ Map* map = sMapMgr->CreateBaseMap(data->mapId);
// We use spawn coords to spawn
if (!map->Instanceable() && map->IsGridLoaded(data->spawnPoint))
{
@@ -340,7 +340,7 @@ void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj)
sObjectMgr->AddGameobjectToGrid(obj->guid, data);
// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existed
- Map* map = sMapMgr->CreateBaseMap(data->spawnPoint.GetMapId());
+ Map* map = sMapMgr->CreateBaseMap(data->mapId);
// We use current coords to unspawn, not spawn coords since creature can have changed grid
if (!map->Instanceable() && map->IsGridLoaded(data->spawnPoint))
{