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gm command for reload of eventindex
also i merged both loading functions together (union-select gameobject and creature) those loading functions were pretty similar
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7 changed files with 56 additions and 71 deletions
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@ -1468,7 +1468,7 @@ void BattleGround::DoorOpen(uint64 const& guid)
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void BattleGround::OnObjectDBLoad(Creature* creature)
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{
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BattleGroundEventIdx eventId = sBattleGroundMgr.GetCreatureEventIndex(creature->GetDBTableGUIDLow());
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const BattleGroundEventIdx eventId = sBattleGroundMgr.GetCreatureEventIndex(creature->GetDBTableGUIDLow());
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if (eventId.event1 == BG_EVENT_NONE)
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return;
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m_EventObjects[MAKE_PAIR32(eventId.event1, eventId.event2)].creatures.push_back(creature->GetGUID());
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@ -1479,7 +1479,7 @@ void BattleGround::OnObjectDBLoad(Creature* creature)
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void BattleGround::OnObjectDBLoad(GameObject* obj)
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{
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BattleGroundEventIdx eventId = sBattleGroundMgr.GetGameObjectEventIndex(obj->GetDBTableGUIDLow());
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const BattleGroundEventIdx eventId = sBattleGroundMgr.GetGameObjectEventIndex(obj->GetDBTableGUIDLow());
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if (eventId.event1 == BG_EVENT_NONE)
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return;
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m_EventObjects[MAKE_PAIR32(eventId.event1, eventId.event2)].gameobjects.push_back(obj->GetGUID());
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