Core/Battlefields: Refactor Battlefield creation to be linked to host map creation instead of having globally accessible objects
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+253
-192
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@@ -16,6 +16,7 @@
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*/
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#include "Map.h"
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#include "BattlefieldMgr.h"
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#include "Battleground.h"
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#include "CellImpl.h"
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#include "DatabaseEnv.h"
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@@ -39,6 +40,7 @@
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#include "ObjectAccessor.h"
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#include "ObjectGridLoader.h"
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#include "ObjectMgr.h"
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#include "OutdoorPvPMgr.h"
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#include "Pet.h"
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#include "PoolMgr.h"
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#include "PhasingHandler.h"
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@@ -90,6 +92,9 @@ Map::~Map()
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if (!m_scriptSchedule.empty())
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sMapMgr->DecreaseScheduledScriptCount(m_scriptSchedule.size());
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sOutdoorPvPMgr->DestroyOutdoorPvPForMap(this);
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sBattlefieldMgr->DestroyBattlefieldsForMap(this);
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MMAP::MMapFactory::createOrGetMMapManager()->unloadMapInstance(GetId(), i_InstanceId);
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}
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@@ -147,6 +152,9 @@ i_scriptLock(false), _respawnCheckTimer(0)
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_worldStateValues = sWorldStateMgr->GetInitialWorldStatesForMap(this);
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sOutdoorPvPMgr->CreateOutdoorPvPForMap(this);
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sBattlefieldMgr->CreateBattlefieldsForMap(this);
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sScriptMgr->OnCreateMap(this);
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}
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