[8182] Store and use Map* pointer in WorldObject instead map ids for speedup Author: Ambal
Also some code logic cleanups.
Changes let make more cleanups in base map access and other places,
but this chnages not inlcuded in patch.
*This patch may cause crash.
--HG--
branch : trunk
This commit is contained in:
@@ -42,7 +42,7 @@ class TRINITY_DLL_DECL MapInstanced : public Map
|
||||
void UnloadAll();
|
||||
bool CanEnter(Player* player);
|
||||
|
||||
Map* GetInstance(const WorldObject* obj);
|
||||
Map* CreateInstance(const uint32 mapId, Player * player);
|
||||
Map* FindMap(uint32 InstanceId) const { return _FindMap(InstanceId); }
|
||||
void DestroyInstance(uint32 InstanceId);
|
||||
void DestroyInstance(InstancedMaps::iterator &itr);
|
||||
|
||||
Reference in New Issue
Block a user