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-rw-r--r--src/server/game/Grids/ObjectGridLoader.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/Grids/ObjectGridLoader.cpp b/src/server/game/Grids/ObjectGridLoader.cpp
index 3fb74b6fdcc..dd54836edee 100644
--- a/src/server/game/Grids/ObjectGridLoader.cpp
+++ b/src/server/game/Grids/ObjectGridLoader.cpp
@@ -44,7 +44,7 @@ void ObjectGridEvacuator::Visit(CreatureMapType &m)
}
// for loading world object at grid loading (Corpses)
-//TODO: to implement npc on transport, also need to load npcs at grid loading
+/// @todo to implement npc on transport, also need to load npcs at grid loading
class ObjectWorldLoader
{
public:
@@ -121,7 +121,7 @@ void LoadHelper(CellCorpseSet const& cell_corpses, CellCoord &cell, CorpseMapTyp
if (!obj)
continue;
- // TODO: this is a hack
+ /// @todo this is a hack
// corpse's map should be reset when the map is unloaded
// but it may still exist when the grid is unloaded but map is not
// in that case map == currMap
@@ -200,7 +200,7 @@ void ObjectGridUnloader::Visit(GridRefManager<T> &m)
//Some creatures may summon other temp summons in CleanupsBeforeDelete()
//So we need this even after cleaner (maybe we can remove cleaner)
//Example: Flame Leviathan Turret 33139 is summoned when a creature is deleted
- //TODO: Check if that script has the correct logic. Do we really need to summons something before deleting?
+ /// @todo Check if that script has the correct logic. Do we really need to summons something before deleting?
obj->CleanupsBeforeDelete();
///- object will get delinked from the manager when deleted
delete obj;