Removing ProgressBars as they are performing badly on startup.

[**************************************************] 100%
R.I.P

--HG--
branch : trunk
This commit is contained in:
leak
2010-12-22 00:12:03 +01:00
parent a45a039e73
commit 6115b0bd5f
35 changed files with 94 additions and 824 deletions
@@ -24,7 +24,6 @@
#include "ScriptMgr.h"
#include "WorldPacket.h"
#include "DBCStores.h"
#include "ProgressBar.h"
#include "World.h"
#include "GameObjectAI.h"
@@ -36,19 +35,15 @@ void MapManager::LoadTransports()
if (!result)
{
barGoLink bar(1);
bar.step();
sLog.outString(">> Loaded 0 transports. DB table `transports` is empty!");
sLog.outString();
return;
}
barGoLink bar(result->GetRowCount());
uint32 count = 0;
do
{
bar.step();
Field *fields = result->Fetch();
uint32 lowguid = fields[0].GetUInt32();
@@ -142,19 +137,15 @@ void MapManager::LoadTransportNPCs()
if (!result)
{
barGoLink bar(1);
bar.step();
sLog.outString(">> Loaded 0 transport NPCs. DB table `creature_transport` is empty!");
sLog.outString();
return;
}
barGoLink bar(result->GetRowCount());
uint32 count = 0;
do
{
bar.step();
Field *fields = result->Fetch();
uint32 guid = fields[0].GetUInt32();
uint32 entry = fields[1].GetUInt32();