From e72a13c3dd10922a18d9ee59a7f62fbfb6b69c03 Mon Sep 17 00:00:00 2001 From: w12x Date: Mon, 27 Oct 2008 08:41:55 -0500 Subject: [svn] * Allow WorldObjects to keep the grid active, and prevent it from being unloaded. This can be done through calling WorldObject::setActive(bool) from the scripting library. Note that entire instances are still unloaded if no player is present on that map to save resources. This behavior can be changed if the need arises. --HG-- branch : trunk --- src/game/DynamicObject.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/game/DynamicObject.cpp') diff --git a/src/game/DynamicObject.cpp b/src/game/DynamicObject.cpp index 97ae5a75ddd..c1f5212ca05 100644 --- a/src/game/DynamicObject.cpp +++ b/src/game/DynamicObject.cpp @@ -47,14 +47,14 @@ void DynamicObject::AddToWorld() { ///- Register the dynamicObject for guid lookup if(!IsInWorld()) ObjectAccessor::Instance().AddObject(this); - Object::AddToWorld(); + WorldObject::AddToWorld(); } void DynamicObject::RemoveFromWorld() { ///- Remove the dynamicObject from the accessor if(IsInWorld()) ObjectAccessor::Instance().RemoveObject(this); - Object::RemoveFromWorld(); + WorldObject::RemoveFromWorld(); } bool DynamicObject::Create( uint32 guidlow, Unit *caster, uint32 spellId, uint32 effIndex, float x, float y, float z, int32 duration, float radius ) -- cgit v1.2.3