void Spawn1Object(PoolObject obj) { switch (typeof(T).Name) { case "Creature": CreatureData data = Global.ObjectMgr.GetCreatureData(obj.guid); if (data != null) { Global.ObjectMgr.AddCreatureToGrid(obj.guid, data); // Spawn if necessary (loaded grids only) Map map = Global.MapMgr.CreateBaseMap(data.mapid); // We use spawn coords to spawn if (!map.Instanceable() && map.IsGridLoaded(data.posX, data.posY)) { Creature creature = new Creature(); if (!creature.LoadCreatureFromDB(obj.guid, map)) { return; } } } break; case "GameObject": GameObjectData data_ = Global.ObjectMgr.GetGOData(obj.guid); if (data_ != null) { Global.ObjectMgr.AddGameObjectToGrid(obj.guid, data_); // Spawn if necessary (loaded grids only) // this base map checked as non-instanced and then only existed Map map = Global.MapMgr.CreateBaseMap(data_.mapid); // We use current coords to unspawn, not spawn coords since creature can have changed grid if (!map.Instanceable() && map.IsGridLoaded(data_.posX, data_.posY)) { GameObject pGameobject = new GameObject(); if (!pGameobject.LoadGameObjectFromDB(obj.guid, map, false)) { return; } else { if (pGameobject.isSpawnedByDefault()) { map.AddToMap(pGameobject); } } } } break; case "Pool": Global.PoolMgr.SpawnPool((uint)obj.guid); break; case "Quest": // Creatures var questMap = Global.ObjectMgr.GetCreatureQuestRelationMap(); var qr = Global.PoolMgr.mQuestCreatureRelation.LookupByKey(obj.guid); foreach (var creature in qr) { Log.outDebug(LogFilter.Pool, "PoolGroup<Quest>: Adding quest {0} to creature {1}", obj.guid, creature); questMap.Add(creature, (uint)obj.guid); } // Gameobjects questMap = Global.ObjectMgr.GetGOQuestRelationMap(); qr = Global.PoolMgr.mQuestGORelation.LookupByKey(obj.guid); foreach (var go in qr) { Log.outDebug(LogFilter.Pool, "PoolGroup<Quest>: Adding quest {0} to GO {1}", obj.guid, go); questMap.Add(go, (uint)obj.guid); } break; } }