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Diffstat (limited to 'src/server/game/Maps/Map.cpp')
-rw-r--r--src/server/game/Maps/Map.cpp10
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);