diff --git a/src/game/Map.cpp b/src/game/Map.cpp index 3280970750..140904bfb1 100644 --- a/src/game/Map.cpp +++ b/src/game/Map.cpp @@ -120,7 +120,7 @@ void Map::LoadVMap(int gx,int gy) } } -void Map::LoadMap(int gx,int gy) +void Map::LoadMap(int gx,int gy, bool reload) { if( i_InstanceId != 0 ) { @@ -138,6 +138,9 @@ void Map::LoadMap(int gx,int gy) return; } + if(GridMaps[gx][gy] && !reload) + return; + //map already load, delete it before reloading (Is it necessary? Do we really need the ability the reload maps during runtime?) if(GridMaps[gx][gy]) { diff --git a/src/game/Map.h b/src/game/Map.h index a430950443..c69fe5f734 100644 --- a/src/game/Map.h +++ b/src/game/Map.h @@ -421,7 +421,7 @@ class MANGOS_DLL_SPEC Map : public GridRefManager, public MaNGOS::Obj private: void LoadMapAndVMap(int gx, int gy); void LoadVMap(int gx, int gy); - void LoadMap(int gx,int gy); + void LoadMap(int gx,int gy, bool reload = false); GridMap *GetGrid(float x, float y); void SetTimer(uint32 t) { i_gridExpiry = t < MIN_GRID_DELAY ? MIN_GRID_DELAY : t; }