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8 changes: 0 additions & 8 deletions src/server/game/Entities/GameObject/GameObject.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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);

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8 changes: 0 additions & 8 deletions src/server/game/Entities/Unit/Unit.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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.
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2 changes: 1 addition & 1 deletion src/server/game/LuaEngine