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call OnObjectDBLoad(Creature/GameObject) for battleground at object-loading
this is a virtual function and can be used to move gameobjects and creatures from battlegroundcode to database for this i also had to add a BattleGround-pointer to the map so i renamed CreateBattleGround(instanceid) to CreateBattleGroundMap(instanceid, Battleground*)
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1665077dc4
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5 changed files with 17 additions and 5 deletions
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@ -135,7 +135,7 @@ Map* MapInstanced::CreateInstance(const uint32 mapId, Player * player)
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ASSERT(NewInstanceId);
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map = _FindMap(NewInstanceId);
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if(!map)
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map = CreateBattleGround(NewInstanceId);
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map = CreateBattleGroundMap(NewInstanceId, player->GetBattleGround());
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}
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else
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{
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@ -208,15 +208,16 @@ InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave *save,
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return map;
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}
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BattleGroundMap* MapInstanced::CreateBattleGround(uint32 InstanceId)
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BattleGroundMap* MapInstanced::CreateBattleGroundMap(uint32 InstanceId, BattleGround* bg)
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{
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// load/create a map
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Guard guard(*this);
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sLog.outDebug("MapInstanced::CreateBattleGround: map bg %d for %d created.", InstanceId, GetId());
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sLog.outDebug("MapInstanced::CreateBattleGroundMap: instance:%d for map:%d and bgType:%d created.", InstanceId, GetId(), bg->GetTypeID());
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BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId, this);
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ASSERT(map->IsBattleGroundOrArena());
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map->SetBG(bg);
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m_InstancedMaps[InstanceId] = map;
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return map;
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