From 95eb430dc0e5b12b60dbfa1f7d127266776d3b7d Mon Sep 17 00:00:00 2001 From: Machiavelli Date: Fri, 24 Dec 2010 23:56:59 +0100 Subject: Core: It would help if we would actually load gameobject data before checking respawn links if we want to validate linked_respawn data properly --HG-- branch : trunk --- src/server/game/World/World.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/server') diff --git a/src/server/game/World/World.cpp b/src/server/game/World/World.cpp index 91796de0a44..9e799513955 100755 --- a/src/server/game/World/World.cpp +++ b/src/server/game/World/World.cpp @@ -1348,9 +1348,6 @@ void World::SetInitialWorldSettings() sLog->outString("Loading Creature Data..."); sObjectMgr->LoadCreatures(); - sLog->outString("Loading Creature Linked Respawn..."); - sObjectMgr->LoadLinkedRespawn(); // must be after LoadCreatures() - sLog->outString("Loading pet levelup spells..."); sSpellMgr->LoadPetLevelupSpellMap(); @@ -1372,6 +1369,9 @@ void World::SetInitialWorldSettings() sLog->outString("Loading Gameobject Respawn Data..."); // must be after PackInstances() sObjectMgr->LoadGameobjectRespawnTimes(); + sLog->outString("Loading Creature Linked Respawn..."); + sObjectMgr->LoadLinkedRespawn(); // must be after LoadCreatures(), LoadGameObjects() + sLog->outString("Loading Objects Pooling Data..."); // TODOLEAK: scope sPoolMgr->LoadFromDB(); -- cgit v1.2.3