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-rw-r--r--src/game/Player.cpp9
1 files changed, 0 insertions, 9 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index ba5fddd3637..7b50c44ea16 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -1121,12 +1121,6 @@ void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
void Player::Update( uint32 p_time )
{
- // Until Trinity is thread safe, anything that could result in a
- // map, zone, or area change in this Update should be preceded by:
- // #pragma omp critical(UpdateThreadSafety)
- // This will only allow one thread at a time to process a "UpdateThreadSafety" block.
- // NOTE: I'm only certain about the map change part. The zone and area #pragma is just a precaution.
-
if (!IsInWorld())
return;
@@ -1294,7 +1288,6 @@ void Player::Update( uint32 p_time )
m_weaponChangeTimer -= p_time;
}
- #pragma omp critical(UpdateThreadSafety)
if (m_zoneUpdateTimer > 0)
{
if (p_time >= m_zoneUpdateTimer)
@@ -1374,7 +1367,6 @@ void Player::Update( uint32 p_time )
// not auto-free ghost from body in instances
if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
{
- #pragma omp critical(UpdateThreadSafety)
if(p_time >= m_deathTimer)
{
m_deathTimer = 0;
@@ -1398,7 +1390,6 @@ void Player::Update( uint32 p_time )
//we should execute delayed teleports only for alive(!) players
//because we don't want player's ghost teleported from graveyard
- #pragma omp critical(UpdateThreadSafety)
if (IsHasDelayedTeleport() && isAlive())
TeleportTo(m_teleport_dest, m_teleport_options);
}