[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
This commit is contained in:
Natedog2012
2023-01-31 16:32:25 -06:00
committed by GitHub
parent 8e831dce36
commit 2e575652f6
2 changed files with 5 additions and 29 deletions
+2 -2
View File
@@ -1231,6 +1231,8 @@ bool Zone::Init(bool is_static) {
void Zone::ReloadStaticData() {
LogInfo("Reloading Zone Static Data");
entity_list.RemoveAllObjects(); //Ground spawns are also objects we clear list then fill it
entity_list.RemoveAllDoors(); //Some objects are also doors so clear list before filling
if (!content_db.LoadStaticZonePoints(&zone_point_list, GetShortName(), GetInstanceVersion())) {
LogError("Loading static zone points failed");
@@ -1249,14 +1251,12 @@ void Zone::ReloadStaticData() {
LogError("Reloading ground spawns failed. continuing");
}
entity_list.RemoveAllObjects();
LogInfo("Reloading World Objects from DB");
if (!LoadZoneObjects())
{
LogError("Reloading World Objects failed. continuing");
}
entity_list.RemoveAllDoors();
LoadZoneDoors();
entity_list.RespawnAllDoors();