diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp index e9fa6d7acd..c9eaf40f7e 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -472,15 +472,7 @@ void GameObject::Update(uint32 diff) { #ifdef ELUNA if (Eluna* e = GetEluna()) - { e->UpdateAI(this, diff); - - if (elunaMapEvents) // can be null on maps without eluna - elunaMapEvents->Update(diff); - - if (elunaWorldEvents) - elunaWorldEvents->Update(diff); - } #endif m_Events.Update(diff); diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 560297c8be..a9de745924 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -437,14 +437,6 @@ Unit::~Unit() void Unit::Update(uint32 p_time) { -#ifdef ELUNA - if(elunaMapEvents) // can be null on maps without eluna - elunaMapEvents->Update(p_time); - - if (elunaWorldEvents) // can be null on maps without eluna - elunaWorldEvents->Update(p_time); -#endif - // 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. diff --git a/src/server/game/LuaEngine b/src/server/game/LuaEngine index b8247b2328..c4e98f10b6 160000 --- a/src/server/game/LuaEngine +++ b/src/server/game/LuaEngine @@ -1 +1 @@ -Subproject commit b8247b23285f1da6a25c154d28089ba1fa60f3d6 +Subproject commit c4e98f10b635333efc487e45937da767a908eeea