diff options
Diffstat (limited to 'src/server/game/Maps/Map.cpp')
-rw-r--r-- | src/server/game/Maps/Map.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp index 45fee50c5e5..b73d6fd3c66 100644 --- a/src/server/game/Maps/Map.cpp +++ b/src/server/game/Maps/Map.cpp @@ -315,7 +315,7 @@ template<> void Map::DeleteFromWorld(Player* player) { sObjectAccessor->RemoveObject(player); - sObjectAccessor->RemoveUpdateObject(player); //TODO: I do not know why we need this, it should be removed in ~Object anyway + sObjectAccessor->RemoveUpdateObject(player); /// @todo I do not know why we need this, it should be removed in ~Object anyway delete player; } @@ -438,7 +438,7 @@ void Map::InitializeObject(Creature* obj) template<class T> bool Map::AddToMap(T *obj) { - //TODO: Needs clean up. An object should not be added to map twice. + /// @todo Needs clean up. An object should not be added to map twice. if (obj->IsInWorld()) { ASSERT(obj->IsInGrid()); @@ -839,7 +839,7 @@ void Map::MoveAllCreaturesInMoveList() //This may happen when a player just logs in and a pet moves to a nearby unloaded cell //To avoid this, we can load nearby cells when player log in //But this check is always needed to ensure safety - //TODO: pets will disappear if this is outside CreatureRespawnRelocation + /// @todo pets will disappear if this is outside CreatureRespawnRelocation //need to check why pet is frequently relocated to an unloaded cell if (c->isPet()) ((Pet*)c)->Remove(PET_SAVE_NOT_IN_SLOT, true); @@ -2387,7 +2387,7 @@ bool InstanceMap::CanEnter(Player* player) */ bool InstanceMap::AddPlayerToMap(Player* player) { - // TODO: Not sure about checking player level: already done in HandleAreaTriggerOpcode + /// @todo Not sure about checking player level: already done in HandleAreaTriggerOpcode // GMs still can teleport player in instance. // Is it needed? @@ -2542,7 +2542,7 @@ void InstanceMap::CreateInstanceData(bool load) if (load) { - // TODO: make a global storage for this + /// @todo make a global storage for this PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_INSTANCE); stmt->setUInt16(0, uint16(GetId())); stmt->setUInt32(1, i_InstanceId); |