feat(Core/WorldObjects): implement Heartbeat timers (#20872)
This commit is contained in:
parent
993bdcb84e
commit
a4e2b1d743
5 changed files with 26 additions and 10 deletions
|
|
@ -386,7 +386,7 @@ void Unit::Update(uint32 p_time)
|
|||
// WARNING! Order of execution here is important, do not change.
|
||||
// Spells must be processed with event system BEFORE they go to _UpdateSpells.
|
||||
// Or else we may have some SPELL_STATE_FINISHED spells stalled in pointers, that is bad.
|
||||
m_Events.Update(p_time);
|
||||
WorldObject::Update(p_time);
|
||||
|
||||
if (!IsInWorld())
|
||||
return;
|
||||
|
|
@ -15760,7 +15760,6 @@ void Unit::CleanupBeforeRemoveFromMap(bool finalCleanup)
|
|||
if (finalCleanup)
|
||||
m_cleanupDone = true;
|
||||
|
||||
m_Events.KillAllEvents(false); // non-delatable (currently casted spells) will not deleted now but it will deleted at call in Map::RemoveAllObjectsInRemoveList
|
||||
CombatStop();
|
||||
ClearComboPoints();
|
||||
ClearComboPointHolders();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue