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[Bug fix]#reload static should now properly fill the entity_lists for… (#2815)
* [Bug fix]#reload static should now properly fill the entity_lists for objects / doors / groundspawns The individual #reload commands WILL still have issues when trying to use #list afterwards! * Point ReloadDoors, ReloadGroundSpawns, ReloadObjects all to reload static to avoid entity_list data missing
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@@ -1231,6 +1231,8 @@ bool Zone::Init(bool is_static) {
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void Zone::ReloadStaticData() {
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LogInfo("Reloading Zone Static Data");
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entity_list.RemoveAllObjects(); //Ground spawns are also objects we clear list then fill it
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entity_list.RemoveAllDoors(); //Some objects are also doors so clear list before filling
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if (!content_db.LoadStaticZonePoints(&zone_point_list, GetShortName(), GetInstanceVersion())) {
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LogError("Loading static zone points failed");
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@@ -1249,14 +1251,12 @@ void Zone::ReloadStaticData() {
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LogError("Reloading ground spawns failed. continuing");
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}
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entity_list.RemoveAllObjects();
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LogInfo("Reloading World Objects from DB");
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if (!LoadZoneObjects())
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{
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LogError("Reloading World Objects failed. continuing");
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}
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entity_list.RemoveAllDoors();
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LoadZoneDoors();
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entity_list.RespawnAllDoors();
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