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Keeps spawns from doing individual loads and prefer bulk loading [skip ci]
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@@ -345,7 +345,6 @@ int command_init(void)
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command_add("reloadworld", "[0|1] - Clear quest cache (0 - no repop, 1 - repop)", 255, command_reloadworld) ||
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command_add("reloadzps", "- Reload zone points from database", 150, command_reloadzps) ||
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command_add("repop", "[delay] - Repop the zone with optional delay", 100, command_repop) ||
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command_add("repopclose", "[distance in units] Repops only NPC's nearby for fast development purposes", 100, command_repopclose) ||
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command_add("resetaa", "- Resets a Player's AA in their profile and refunds spent AA's to unspent, may disconnect player.", 200, command_resetaa) ||
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command_add("resetaa_timer", "Command to reset AA cooldown timers.", 200, command_resetaa_timer) ||
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command_add("revoke", "[charname] [1/0] - Makes charname unable to talk on OOC", 200, command_revoke) ||
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@@ -5320,33 +5319,6 @@ void command_repop(Client *c, const Seperator *sep)
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zone->spawn2_timer.Trigger();
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}
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void command_repopclose(Client *c, const Seperator *sep)
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{
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int repop_distance = 500;
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if (sep->arg[1] && strcasecmp(sep->arg[1], "force") == 0) {
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LinkedListIterator<Spawn2*> iterator(zone->spawn2_list);
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iterator.Reset();
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while (iterator.MoreElements()) {
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std::string query = StringFormat(
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"DELETE FROM respawn_times WHERE id = %lu AND instance_id = %lu",
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(unsigned long)iterator.GetData()->GetID(),
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(unsigned long)zone->GetInstanceID()
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);
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auto results = database.QueryDatabase(query);
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iterator.Advance();
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}
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c->Message(Chat::White, "Zone depop: Force resetting spawn timers.");
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}
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if (sep->IsNumber(1)) {
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repop_distance = atoi(sep->arg[1]);
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}
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c->Message(Chat::White, "Zone depoped. Repopping NPC's within %i distance units", repop_distance);
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zone->RepopClose(c->GetPosition(), repop_distance);
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}
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void command_spawnstatus(Client *c, const Seperator *sep)
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{
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if((sep->arg[1][0] == 'e') | (sep->arg[1][0] == 'E'))
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