Core/Refactor: Part 3
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@@ -338,7 +338,7 @@ namespace Game.Maps
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void DeleteFromWorld(Player player)
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{
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Global.ObjAccessor.RemoveObject(player);
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RemoveUpdateObject(player); /// @todo I do not know why we need this, it should be removed in ~Object anyway
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RemoveUpdateObject(player); // @todo I do not know why we need this, it should be removed in ~Object anyway
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player.Dispose();
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}
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@@ -1147,8 +1147,8 @@ namespace Game.Maps
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//This may happen when a player just logs in and a pet moves to a nearby unloaded cell
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//To avoid this, we can load nearby cells when player log in
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//But this check is always needed to ensure safety
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/// @todo pets will disappear if this is outside CreatureRespawnRelocation
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/// //need to check why pet is frequently relocated to an unloaded cell
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// @todo pets will disappear if this is outside CreatureRespawnRelocation
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//need to check why pet is frequently relocated to an unloaded cell
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if (creature.IsPet())
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((Pet)creature).Remove(PetSaveMode.NotInSlot, true);
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else
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@@ -4434,7 +4434,7 @@ namespace Game.Maps
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public override bool AddPlayerToMap(Player player, bool initPlayer = true)
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{
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/// @todo Not sure about checking player level: already done in HandleAreaTriggerOpcode
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// @todo Not sure about checking player level: already done in HandleAreaTriggerOpcode
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// GMs still can teleport player in instance.
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// Is it needed?
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lock(_mapLock)
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@@ -4623,7 +4623,7 @@ namespace Game.Maps
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if (load)
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{
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/// @todo make a global storage for this
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// @todo make a global storage for this
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.SEL_INSTANCE);
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stmt.AddValue(0, GetId());
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stmt.AddValue(1, i_InstanceId);
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