diff --git a/contrib/vmap_extract_assembler_bin/vmap_assembler.exe b/contrib/vmap_extract_assembler_bin/vmap_assembler.exe index 5cb08f770..a6ef74dc0 100644 Binary files a/contrib/vmap_extract_assembler_bin/vmap_assembler.exe and b/contrib/vmap_extract_assembler_bin/vmap_assembler.exe differ diff --git a/contrib/vmap_extract_assembler_bin/vmapextract_v2.exe b/contrib/vmap_extract_assembler_bin/vmapextract_v2.exe index c38b6e64f..03c769076 100644 Binary files a/contrib/vmap_extract_assembler_bin/vmapextract_v2.exe and b/contrib/vmap_extract_assembler_bin/vmapextract_v2.exe differ diff --git a/src/game/Map.cpp b/src/game/Map.cpp index f60395953..e0f37dad2 100644 --- a/src/game/Map.cpp +++ b/src/game/Map.cpp @@ -613,7 +613,6 @@ void Map::Update(const uint32 &t_diff) } } - // Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load ! // This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended if (IsBattleGroundOrArena()) @@ -1112,7 +1111,6 @@ uint8 Map::GetTerrainType(float x, float y ) const return GridMaps[gx][gy]->terrain_type[(int)(lx)][(int)(ly)]; else return 0; - } float Map::GetWaterLevel(float x, float y ) const