void ObjectGridUnloader::MoveToRespawnN() {
	for (unsigned int x = 0; x < MAX_NUMBER_OF_CELLS; ++x) {
		for (unsigned int y = 0; y < MAX_NUMBER_OF_CELLS; ++y) {
			ObjectGridRespawnMover mover;
			mover.Move(i_grid(x, y));
		}
	}
}
Ejemplo n.º 2
0
void ObjectGridLoader::LoadN(void)
{
    i_gameObjects = 0; i_creatures = 0; i_corpses = 0;
    i_cell.data.Part.cell_y = 0;
    for (unsigned int x=0; x < MAX_NUMBER_OF_CELLS; ++x)
    {
        i_cell.data.Part.cell_x = x;
        for (unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
        {
            i_cell.data.Part.cell_y = y;
            GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> loader;
            loader.Load(i_grid(x, y), *this);
        }
    }
    sLog.outDebug("%u GameObjects, %u Creatures, and %u Corpses/Bones loaded for grid %u on map %u", i_gameObjects, i_creatures, i_corpses,i_grid.GetGridId(), i_map->GetId());
}