Пример #1
0
bool DungeonPersistentState::CanBeUnload() const
{
    // prevent unload if any bounded groups or online bounded player still exists
    return MapPersistentState::CanBeUnload() && !HasBounds() && !HasRespawnTimes();
}
Пример #2
0
bool WorldPersistentState::CanBeUnload() const
{
    // prevent unload if used for loaded map
    // prevent unload if respawn data still exist (will not prevent reset by scheduler)
    return MapPersistentState::CanBeUnload() && !HasRespawnTimes();
}