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)); } } }
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()); }