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Implemented gameobjects and creatures grouping (pools of them)
Groups (called pools) can be also member of any game event Signed-off-by: Neo2003 <neo.2003@hotmail.fr> Signed-off-by: freghar <compmancz@gmail.com>
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14 changed files with 879 additions and 39 deletions
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@ -53,6 +53,7 @@
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#include "VMapFactory.h"
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#include "GlobalEvents.h"
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#include "GameEvent.h"
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#include "PoolHandler.h"
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#include "Database/DatabaseImpl.h"
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#include "GridNotifiersImpl.h"
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#include "CellImpl.h"
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@ -1177,6 +1178,9 @@ void World::SetInitialWorldSettings()
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sLog.outString( "Loading Gameobject Respawn Data..." ); // must be after PackInstances()
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objmgr.LoadGameobjectRespawnTimes();
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sLog.outString( "Loading Objects Pooling Data...");
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poolhandler.LoadFromDB();
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sLog.outString( "Loading Game Event Data...");
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sLog.outString();
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gameeventmgr.LoadFromDB();
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@ -1393,6 +1397,9 @@ void World::SetInitialWorldSettings()
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sLog.outString("Calculate next daily quest reset time..." );
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InitDailyQuestResetTime();
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sLog.outString("Starting objects Pooling system..." );
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poolhandler.Initialize();
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sLog.outString("Starting Game Event system..." );
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uint32 nextGameEvent = gameeventmgr.Initialize();
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m_timers[WUPDATE_EVENTS].SetInterval(nextGameEvent); //depend on next event
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