diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/game/Map.cpp | 5 | ||||
| -rw-r--r-- | src/game/Map.h | 2 | 
2 files changed, 5 insertions, 2 deletions
| diff --git a/src/game/Map.cpp b/src/game/Map.cpp index 3280970750b..140904bfb19 100644 --- a/src/game/Map.cpp +++ b/src/game/Map.cpp @@ -120,7 +120,7 @@ void Map::LoadVMap(int gx,int gy)      }  } -void Map::LoadMap(int gx,int gy) +void Map::LoadMap(int gx,int gy, bool reload)  {      if( i_InstanceId != 0 )      { @@ -138,6 +138,9 @@ void Map::LoadMap(int gx,int gy)          return;      } +    if(GridMaps[gx][gy] && !reload) +        return; +      //map already load, delete it before reloading (Is it necessary? Do we really need the ability the reload maps during runtime?)      if(GridMaps[gx][gy])      { diff --git a/src/game/Map.h b/src/game/Map.h index a4309504435..c69fe5f7345 100644 --- a/src/game/Map.h +++ b/src/game/Map.h @@ -421,7 +421,7 @@ class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::Obj      private:          void LoadMapAndVMap(int gx, int gy);          void LoadVMap(int gx, int gy); -        void LoadMap(int gx,int gy); +        void LoadMap(int gx,int gy, bool reload = false);          GridMap *GetGrid(float x, float y);          void SetTimer(uint32 t) { i_gridExpiry = t < MIN_GRID_DELAY ? MIN_GRID_DELAY : t; } | 
