Core: Tell ScriptMgr to reload properly on .reload - thanks to codels for the patch

This commit is contained in:
click
2012-04-01 19:38:15 +02:00
parent b07e236783
commit 55b53f44dc
+4 -1
View File
@@ -1200,7 +1200,9 @@ void World::LoadConfigSettings(bool reload)
m_bool_configs[CONFIG_PDUMP_NO_PATHS] = ConfigMgr::GetBoolDefault("PlayerDump.DisallowPaths", true); m_bool_configs[CONFIG_PDUMP_NO_PATHS] = ConfigMgr::GetBoolDefault("PlayerDump.DisallowPaths", true);
m_bool_configs[CONFIG_PDUMP_NO_OVERWRITE] = ConfigMgr::GetBoolDefault("PlayerDump.DisallowOverwrite", true); m_bool_configs[CONFIG_PDUMP_NO_OVERWRITE] = ConfigMgr::GetBoolDefault("PlayerDump.DisallowOverwrite", true);
sScriptMgr->OnConfigLoad(reload); // call ScriptMgr if we're reloading the configuration
if (reload)
sScriptMgr->OnConfigLoad(reload);
} }
extern void LoadGameObjectModelList(); extern void LoadGameObjectModelList();
@@ -1653,6 +1655,7 @@ void World::SetInitialWorldSettings()
sLog->outString("Initializing Scripts..."); sLog->outString("Initializing Scripts...");
sScriptMgr->Initialize(); sScriptMgr->Initialize();
sScriptMgr->OnConfigLoad(false); // must be done after the ScriptMgr has been properly initialized
sLog->outString("Validating spell scripts..."); sLog->outString("Validating spell scripts...");
sObjectMgr->ValidateSpellScripts(); sObjectMgr->ValidateSpellScripts();