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authorMachiavelli <none@none>2010-12-24 23:56:59 +0100
committerMachiavelli <none@none>2010-12-24 23:56:59 +0100
commit95eb430dc0e5b12b60dbfa1f7d127266776d3b7d (patch)
tree30f62a5046e859b69c9a658789d0846a01e26f44 /src
parentac920e763cd9e68416ed9093b9c849ca3f01b5b4 (diff)
Core: It would help if we would actually load gameobject data before checking respawn links if we want to validate linked_respawn data properly
--HG-- branch : trunk
Diffstat (limited to 'src')
-rwxr-xr-xsrc/server/game/World/World.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/World/World.cpp b/src/server/game/World/World.cpp
index 91796de0a44..9e799513955 100755
--- a/src/server/game/World/World.cpp
+++ b/src/server/game/World/World.cpp
@@ -1348,9 +1348,6 @@ void World::SetInitialWorldSettings()
sLog->outString("Loading Creature Data...");
sObjectMgr->LoadCreatures();
- sLog->outString("Loading Creature Linked Respawn...");
- sObjectMgr->LoadLinkedRespawn(); // must be after LoadCreatures()
-
sLog->outString("Loading pet levelup spells...");
sSpellMgr->LoadPetLevelupSpellMap();
@@ -1372,6 +1369,9 @@ void World::SetInitialWorldSettings()
sLog->outString("Loading Gameobject Respawn Data..."); // must be after PackInstances()
sObjectMgr->LoadGameobjectRespawnTimes();
+ sLog->outString("Loading Creature Linked Respawn...");
+ sObjectMgr->LoadLinkedRespawn(); // must be after LoadCreatures(), LoadGameObjects()
+
sLog->outString("Loading Objects Pooling Data..."); // TODOLEAK: scope
sPoolMgr->LoadFromDB();