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-rw-r--r--src/game/MapInstanced.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/game/MapInstanced.cpp b/src/game/MapInstanced.cpp
index fe99c5c5e71..fcdc2f76c11 100644
--- a/src/game/MapInstanced.cpp
+++ b/src/game/MapInstanced.cpp
@@ -89,11 +89,11 @@ bool MapInstanced::RemoveBones(uint64 guid, float x, float y)
return remove_result || Map::RemoveBones(guid,x,y);
}
-void MapInstanced::UnloadAll(bool pForce)
+void MapInstanced::UnloadAll()
{
// Unload instanced maps
for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
- i->second->UnloadAll(pForce);
+ i->second->UnloadAll();
// Delete the maps only after everything is unloaded to prevent crashes
for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
@@ -102,7 +102,7 @@ void MapInstanced::UnloadAll(bool pForce)
m_InstancedMaps.clear();
// Unload own grids (just dummy(placeholder) grids, neccesary to unload GridMaps!)
- Map::UnloadAll(pForce);
+ Map::UnloadAll();
}
/*
@@ -259,14 +259,14 @@ void MapInstanced::DestroyInstance(uint32 InstanceId)
// increments the iterator after erase
void MapInstanced::DestroyInstance(InstancedMaps::iterator &itr)
{
- itr->second->UnloadAll(true);
+ itr->second->UnloadAll();
// should only unload VMaps if this is the last instance and grid unloading is enabled
if(m_InstancedMaps.size() <= 1 && sWorld.getConfig(CONFIG_GRID_UNLOAD))
{
VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(itr->second->GetId());
// in that case, unload grids of the base map, too
// so in the next map creation, (EnsureGridCreated actually) VMaps will be reloaded
- Map::UnloadAll(true);
+ Map::UnloadAll();
}
// erase map
delete itr->second;