автор:
VladimirMangos
m src/game/Creature.cpp
m src/game/Creature.h
m src/game/GameEventMgr.cpp
m src/game/GameEventMgr.h
m src/game/GameObject.cpp
m src/game/GameObject.h
m src/game/Level2.cpp
m src/game/MapPersistentStateMgr.cpp
m src/game/MapPersistentStateMgr.h
m src/game/ObjectMgr.cpp
m src/game/PoolManager.cpp
m src/game/PoolManager.h
m src/game/World.cpp
m src/shared/revision_nr.h
[11168] Use MapPersistentState for access to Pool System dynamic data.
* Direct store pool system dynamic data in sPoolMgr replaced by
shared pool system data object (for all non instanceable maps)
into WorldPersistentState, and own copies of pool system data
object in DungeonPersistentState/BattlegroundPersistentState.
This let have pools with object at many non-instanceable maps,
and single map pools with unique state for each instance.
* Avoid direct global grid data modify from pool system, and use for this also
recently added local for MapPersistentState grid spawn data.
* Implemented proper API for update pool system data in MapPersistentStates
from GameEvent system.
* Initialize pool system state at MapPersistendState creating.
For shared pool system state for non-instanceable maps initilized at first map state
creating.
Now pool system propertly work in instance also!
Дальше...