diff --git a/src/game/ObjectGridLoader.cpp b/src/game/ObjectGridLoader.cpp index 483b63e30..1282a7b2d 100644 --- a/src/game/ObjectGridLoader.cpp +++ b/src/game/ObjectGridLoader.cpp @@ -104,15 +104,15 @@ template<> void addUnitState(Creature *obj, CellPair const& cell_pair) obj->SetCurrentCell(cell); } -template bool alreadyLoaded(Map* /*map*/, uint32 /*guid*/, T* /*fake*/) +template bool alreadyLoaded(Map* /*map*/, uint32 /*guid*/) { // Non creature objects not walk by grids return false; } -template<> bool alreadyLoaded(Map* map, uint32 guid, Creature* fake) +template<> bool alreadyLoaded(Map* map, uint32 guid) { - return map->GetObjectsStore().find(guid,fake); + return map->GetObjectsStore().find(guid,(Creature*)NULL); } template @@ -128,7 +128,7 @@ void LoadHelper(CellGuidSet const& guid_set, CellPair &cell, GridRefManager & // at instanced maps will use dynamic selected guid // and then duplicate just will not detected and will be 2 creature with identical DB guid // with some chance - if (alreadyLoaded(map,guid,(T*)NULL)) + if (alreadyLoaded(map,guid)) continue; // still loaded in another grid (move from respawn [this] grid early), we not need second copy T* obj = new T; diff --git a/src/shared/revision_nr.h b/src/shared/revision_nr.h index 6ddfca8ce..f3fd1240a 100644 --- a/src/shared/revision_nr.h +++ b/src/shared/revision_nr.h @@ -1,4 +1,4 @@ #ifndef __REVISION_NR_H__ #define __REVISION_NR_H__ - #define REVISION_NR "8739" + #define REVISION_NR "8740" #endif // __REVISION_NR_H__