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[11122] Create InstanceSave for non-instanceable maps.
This preparation for use structure for store another map persistance data like respawn times.
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5 changed files with 128 additions and 72 deletions
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@ -94,6 +94,9 @@ Map::Map(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode)
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//add reference for TerrainData object
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m_TerrainData->AddRef();
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m_instanceSave = sInstanceSaveMgr.AddInstanceSave(GetId(), GetInstanceId(), GetDifficulty(), 0, Instanceable());
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m_instanceSave->SetUsedByMapState(true);
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}
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void Map::InitVisibilityDistance()
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@ -1311,13 +1314,6 @@ InstanceMap::InstanceMap(uint32 id, time_t expiry, uint32 InstanceId, uint8 Spaw
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// the timer is started by default, and stopped when the first player joins
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// this make sure it gets unloaded if for some reason no player joins
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m_unloadTimer = std::max(sWorld.getConfig(CONFIG_UINT32_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY);
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// Dungeon only code
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if(IsDungeon())
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{
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m_instanceSave = sInstanceSaveMgr.AddInstanceSave(GetId(), GetInstanceId(), Difficulty(GetSpawnMode()), 0, true);
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m_instanceSave->SetUsedByMapState(true);
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}
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}
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InstanceMap::~InstanceMap()
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