*Fix usage of grid removal state, thanks Sisif

--HG--
branch : trunk
This commit is contained in:
maximius
2009-10-31 17:34:35 -07:00
parent a9d4bda2cc
commit 85d7084e85
5 changed files with 20 additions and 30 deletions
+5 -13
View File
@@ -1221,26 +1221,21 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
for (GuidList::iterator itr = mGameEventCreatureGuids[internal_event_id].begin(); itr != mGameEventCreatureGuids[internal_event_id].end(); ++itr)
{
// Add to correct cell
CreatureData const* data = objmgr.GetCreatureData(*itr);
if (data)
if (CreatureData const* data = objmgr.GetCreatureData(*itr))
{
objmgr.AddCreatureToGrid(*itr, data);
// Spawn if necessary (loaded grids only)
Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
// We use spawn coords to spawn
if(!map->Instanceable() && !map->IsRemovalGrid(data->posX,data->posY))
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
Creature* pCreature = new Creature;
//sLog.outDebug("Spawning creature %u",*itr);
if (!pCreature->LoadFromDB(*itr, map))
{
delete pCreature;
}
else
{
map->Add(pCreature);
}
}
}
}
@@ -1254,25 +1249,22 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
for (GuidList::iterator itr = mGameEventGameobjectGuids[internal_event_id].begin(); itr != mGameEventGameobjectGuids[internal_event_id].end(); ++itr)
{
// Add to correct cell
GameObjectData const* data = objmgr.GetGOData(*itr);
if (data)
if (GameObjectData const* data = objmgr.GetGOData(*itr))
{
objmgr.AddGameobjectToGrid(*itr, data);
// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existed
Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
// We use current coords to unspawn, not spawn coords since creature can have changed grid
if(!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
GameObject* pGameobject = new GameObject;
//sLog.outDebug("Spawning gameobject %u", *itr);
if (!pGameobject->LoadFromDB(*itr, map))
{
delete pGameobject;
}
else
{
if(pGameobject->isSpawnedByDefault())
if (pGameobject->isSpawnedByDefault())
map->Add(pGameobject);
}
}