Performance improvements in outdoorpvp handling.
--HG-- branch : trunk
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@@ -142,7 +142,7 @@ bool OutdoorPvPObjectiveZM_Beacon::Update(uint32 diff)
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SendUpdateWorldState(ZMBeaconInfo[m_TowerType].slider_pos, phase);
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SendUpdateWorldState(ZMBeaconInfo[m_TowerType].slider_n, m_NeutralValue);
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}
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return true;
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return m_OldState != m_State;
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}
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return false;
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}
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@@ -205,10 +205,10 @@ bool OutdoorPvPZM::SetupOutdoorPvP()
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for(int i = 0; i < OutdoorPvPZMBuffZonesNum; ++i)
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sOutdoorPvPMgr.AddZone(OutdoorPvPZMBuffZones[i],this);
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m_OutdoorPvPObjectives.insert(new OutdoorPvPObjectiveZM_Beacon(this,ZM_BEACON_WEST));
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m_OutdoorPvPObjectives.insert(new OutdoorPvPObjectiveZM_Beacon(this,ZM_BEACON_EAST));
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m_OutdoorPvPObjectives.push_back(new OutdoorPvPObjectiveZM_Beacon(this,ZM_BEACON_WEST));
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m_OutdoorPvPObjectives.push_back(new OutdoorPvPObjectiveZM_Beacon(this,ZM_BEACON_EAST));
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m_GraveYard = new OutdoorPvPObjectiveZM_GraveYard(this);
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m_OutdoorPvPObjectives.insert(m_GraveYard); // though the update function isn't used, the handleusego is!
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m_OutdoorPvPObjectives.push_back(m_GraveYard); // though the update function isn't used, the handleusego is!
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return true;
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}
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