Merge branch 'master' into 310

Conflicts:
	src/game/BattleGroundHandler.cpp
	src/game/Unit.cpp
This commit is contained in:
tomrus88 2009-04-08 15:01:06 +04:00
commit 769a24252b
22 changed files with 795 additions and 774 deletions

View file

@ -583,37 +583,34 @@ bool GameObject::LoadFromDB(uint32 guid, Map *map)
if (!Create(guid,entry, map, phaseMask, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, go_state) )
return false;
switch(GetGOInfo()->type)
if(!GetDespawnPossibility())
{
case GAMEOBJECT_TYPE_DOOR:
case GAMEOBJECT_TYPE_BUTTON:
/* this code (in comment) isn't correct because in battlegrounds we need despawnable doors and buttons, pls remove
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
m_spawnedByDefault = true;
m_respawnDelayTime = 0;
m_respawnTime = 0;
}
else
{
if(data->spawntimesecs >= 0)
{
m_spawnedByDefault = true;
m_respawnDelayTime = 0;
m_respawnTime = 0;
break;*/
default:
if(data->spawntimesecs >= 0)
{
m_spawnedByDefault = true;
m_respawnDelayTime = data->spawntimesecs;
m_respawnTime = objmgr.GetGORespawnTime(m_DBTableGuid, map->GetInstanceId());
m_respawnDelayTime = data->spawntimesecs;
m_respawnTime = objmgr.GetGORespawnTime(m_DBTableGuid, map->GetInstanceId());
// ready to respawn
if(m_respawnTime && m_respawnTime <= time(NULL))
{
m_respawnTime = 0;
objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0);
}
}
else
// ready to respawn
if(m_respawnTime && m_respawnTime <= time(NULL))
{
m_spawnedByDefault = false;
m_respawnDelayTime = -data->spawntimesecs;
m_respawnTime = 0;
objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0);
}
break;
}
else
{
m_spawnedByDefault = false;
m_respawnDelayTime = -data->spawntimesecs;
m_respawnTime = 0;
}
}
return true;