Core: Tell ScriptMgr to reload properly on .reload - thanks to codels for the patch
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@@ -1200,7 +1200,9 @@ void World::LoadConfigSettings(bool reload)
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m_bool_configs[CONFIG_PDUMP_NO_PATHS] = ConfigMgr::GetBoolDefault("PlayerDump.DisallowPaths", true);
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m_bool_configs[CONFIG_PDUMP_NO_PATHS] = ConfigMgr::GetBoolDefault("PlayerDump.DisallowPaths", true);
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m_bool_configs[CONFIG_PDUMP_NO_OVERWRITE] = ConfigMgr::GetBoolDefault("PlayerDump.DisallowOverwrite", true);
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m_bool_configs[CONFIG_PDUMP_NO_OVERWRITE] = ConfigMgr::GetBoolDefault("PlayerDump.DisallowOverwrite", true);
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sScriptMgr->OnConfigLoad(reload);
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// call ScriptMgr if we're reloading the configuration
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if (reload)
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sScriptMgr->OnConfigLoad(reload);
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}
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}
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extern void LoadGameObjectModelList();
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extern void LoadGameObjectModelList();
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@@ -1653,6 +1655,7 @@ void World::SetInitialWorldSettings()
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sLog->outString("Initializing Scripts...");
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sLog->outString("Initializing Scripts...");
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sScriptMgr->Initialize();
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sScriptMgr->Initialize();
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sScriptMgr->OnConfigLoad(false); // must be done after the ScriptMgr has been properly initialized
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sLog->outString("Validating spell scripts...");
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sLog->outString("Validating spell scripts...");
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sObjectMgr->ValidateSpellScripts();
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sObjectMgr->ValidateSpellScripts();
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