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Diffstat (limited to 'src/game/GameEventMgr.cpp')
-rw-r--r--src/game/GameEventMgr.cpp18
1 files changed, 5 insertions, 13 deletions
diff --git a/src/game/GameEventMgr.cpp b/src/game/GameEventMgr.cpp
index 3d19b8197cb..7c879d86e7f 100644
--- a/src/game/GameEventMgr.cpp
+++ b/src/game/GameEventMgr.cpp
@@ -1221,26 +1221,21 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
for (GuidList::iterator itr = mGameEventCreatureGuids[internal_event_id].begin(); itr != mGameEventCreatureGuids[internal_event_id].end(); ++itr)
{
// Add to correct cell
- CreatureData const* data = objmgr.GetCreatureData(*itr);
- if (data)
+ if (CreatureData const* data = objmgr.GetCreatureData(*itr))
{
objmgr.AddCreatureToGrid(*itr, data);
// Spawn if necessary (loaded grids only)
Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
// We use spawn coords to spawn
- if(!map->Instanceable() && !map->IsRemovalGrid(data->posX,data->posY))
+ if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
Creature* pCreature = new Creature;
//sLog.outDebug("Spawning creature %u",*itr);
if (!pCreature->LoadFromDB(*itr, map))
- {
delete pCreature;
- }
else
- {
map->Add(pCreature);
- }
}
}
}
@@ -1254,25 +1249,22 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
for (GuidList::iterator itr = mGameEventGameobjectGuids[internal_event_id].begin(); itr != mGameEventGameobjectGuids[internal_event_id].end(); ++itr)
{
// Add to correct cell
- GameObjectData const* data = objmgr.GetGOData(*itr);
- if (data)
+ if (GameObjectData const* data = objmgr.GetGOData(*itr))
{
objmgr.AddGameobjectToGrid(*itr, data);
// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existed
Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
// We use current coords to unspawn, not spawn coords since creature can have changed grid
- if(!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
+ if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
GameObject* pGameobject = new GameObject;
//sLog.outDebug("Spawning gameobject %u", *itr);
if (!pGameobject->LoadFromDB(*itr, map))
- {
delete pGameobject;
- }
else
{
- if(pGameobject->isSpawnedByDefault())
+ if (pGameobject->isSpawnedByDefault())
map->Add(pGameobject);
}
}