Core/Refactor: Part 3

This commit is contained in:
hondacrx
2018-05-16 19:57:48 -04:00
parent 225a5d27f7
commit 5dacd669b5
112 changed files with 564 additions and 561 deletions
+5 -5
View File
@@ -338,7 +338,7 @@ namespace Game.Maps
void DeleteFromWorld(Player player)
{
Global.ObjAccessor.RemoveObject(player);
RemoveUpdateObject(player); /// @todo I do not know why we need this, it should be removed in ~Object anyway
RemoveUpdateObject(player); // @todo I do not know why we need this, it should be removed in ~Object anyway
player.Dispose();
}
@@ -1147,8 +1147,8 @@ namespace Game.Maps
//This may happen when a player just logs in and a pet moves to a nearby unloaded cell
//To avoid this, we can load nearby cells when player log in
//But this check is always needed to ensure safety
/// @todo pets will disappear if this is outside CreatureRespawnRelocation
/// //need to check why pet is frequently relocated to an unloaded cell
// @todo pets will disappear if this is outside CreatureRespawnRelocation
//need to check why pet is frequently relocated to an unloaded cell
if (creature.IsPet())
((Pet)creature).Remove(PetSaveMode.NotInSlot, true);
else
@@ -4434,7 +4434,7 @@ namespace Game.Maps
public override bool AddPlayerToMap(Player player, bool initPlayer = true)
{
/// @todo Not sure about checking player level: already done in HandleAreaTriggerOpcode
// @todo Not sure about checking player level: already done in HandleAreaTriggerOpcode
// GMs still can teleport player in instance.
// Is it needed?
lock(_mapLock)
@@ -4623,7 +4623,7 @@ namespace Game.Maps
if (load)
{
/// @todo make a global storage for this
// @todo make a global storage for this
PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.SEL_INSTANCE);
stmt.AddValue(0, GetId());
stmt.AddValue(1, i_InstanceId);