Ejemplo n.º 1
0
void ScriptMgr::Unload()
{
    #define SCR_CLEAR(T) \
        for (SCR_REG_ITR(T) itr = SCR_REG_LST(T).begin(); itr != SCR_REG_LST(T).end(); ++itr) \
            delete itr->second; \
        SCR_REG_LST(T).clear();

    // Clear scripts for every script type.
    SCR_CLEAR(SpellScriptLoader);
    SCR_CLEAR(ServerScript);
    SCR_CLEAR(WorldScript);
    SCR_CLEAR(FormulaScript);
    SCR_CLEAR(WorldMapScript);
    SCR_CLEAR(InstanceMapScript);
    SCR_CLEAR(BattlegroundMapScript);
    SCR_CLEAR(ItemScript);
    SCR_CLEAR(CreatureScript);
    SCR_CLEAR(GameObjectScript);
    SCR_CLEAR(AreaTriggerScript);
    SCR_CLEAR(BattlegroundScript);
    SCR_CLEAR(OutdoorPvPScript);
    SCR_CLEAR(CommandScript);
    SCR_CLEAR(WeatherScript);
    SCR_CLEAR(AuctionHouseScript);
    SCR_CLEAR(ConditionScript);
    SCR_CLEAR(VehicleScript);
    SCR_CLEAR(DynamicObjectScript);
    SCR_CLEAR(TransportScript);
    SCR_CLEAR(AchievementCriteriaScript);
    SCR_CLEAR(PlayerScript);
    SCR_CLEAR(AccountScript);
    SCR_CLEAR(GuildScript);
    SCR_CLEAR(GroupScript);
    SCR_CLEAR(UnitScript);

    #undef SCR_CLEAR

    for (ExampleScriptContainer::iterator itr = ExampleScripts.begin(); itr != ExampleScripts.end(); ++itr)
        delete *itr;
    ExampleScripts.clear();

    delete[] SpellSummary;
    delete[] UnitAI::AISpellInfo;
}
Ejemplo n.º 2
0
void ScriptMgr::Unload()
{
    #define SCR_CLEAR(T) \
        FOR_SCRIPTS(T, itr, end) \
            delete itr->second; \
        SCR_REG_LST(T).clear();

    // Clear scripts for every script type.
    SCR_CLEAR(SpellScriptLoader);
    SCR_CLEAR(ServerScript);
    SCR_CLEAR(WorldScript);
    SCR_CLEAR(FormulaScript);
    SCR_CLEAR(WorldMapScript);
    SCR_CLEAR(InstanceMapScript);
    SCR_CLEAR(BattlegroundMapScript);
    SCR_CLEAR(ItemScript);
    SCR_CLEAR(CreatureScript);
    SCR_CLEAR(GameObjectScript);
    SCR_CLEAR(AreaTriggerScript);
    SCR_CLEAR(BattlegroundScript);
    SCR_CLEAR(OutdoorPvPScript);
    SCR_CLEAR(CommandScript);
    SCR_CLEAR(WeatherScript);
    SCR_CLEAR(AuctionHouseScript);
    SCR_CLEAR(ConditionScript);
    SCR_CLEAR(VehicleScript);
    SCR_CLEAR(DynamicObjectScript);
    SCR_CLEAR(TransportScript);
    SCR_CLEAR(AchievementCriteriaScript);
    SCR_CLEAR(PlayerScript);
    SCR_CLEAR(GuildScript);
    SCR_CLEAR(GroupScript);

    #undef SCR_CLEAR
}
Ejemplo n.º 3
0
void ScriptMgr::Unload()
{
    #define SCR_CLEAR(T) \
        for (SCR_REG_ITR(T) itr = SCR_REG_LST(T).begin(); itr != SCR_REG_LST(T).end(); ++itr) \
            delete itr->second; \
        SCR_REG_LST(T).clear();

    // Clear scripts for every script type.
    SCR_CLEAR(SpellScriptLoader);
    SCR_CLEAR(ServerScript);
    SCR_CLEAR(WorldScript);
    SCR_CLEAR(FormulaScript);
    SCR_CLEAR(WorldMapScript);
    SCR_CLEAR(InstanceMapScript);
    SCR_CLEAR(BattlegroundMapScript);
    SCR_CLEAR(ItemScript);
    SCR_CLEAR(CreatureScript);
    SCR_CLEAR(GameObjectScript);
    SCR_CLEAR(AreaTriggerScript);
    SCR_CLEAR(BattlegroundScript);
    SCR_CLEAR(OutdoorPvPScript);
    SCR_CLEAR(CommandScript);
    SCR_CLEAR(WeatherScript);
    SCR_CLEAR(AuctionHouseScript);
    SCR_CLEAR(ConditionScript);
    SCR_CLEAR(DynamicObjectScript);
    SCR_CLEAR(TransportScript);
    SCR_CLEAR(PlayerScript);
    SCR_CLEAR(GuildScript);
    SCR_CLEAR(GroupScript);

    #undef SCR_CLEAR
}