[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:
+1
-14
@@ -56,24 +56,11 @@ class TransportPath
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std::vector<PathNode> i_nodes;
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};
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class Transport : protected GameObject
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class Transport : public GameObject
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{
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public:
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explicit Transport();
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// prevent using Transports as normal GO, but allow call some inherited functions
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using GameObject::IsTransport;
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using GameObject::GetEntry;
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using GameObject::GetGUID;
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using GameObject::GetGUIDLow;
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using GameObject::GetMapId;
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using GameObject::GetPositionX;
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using GameObject::GetPositionY;
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using GameObject::GetPositionZ;
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using GameObject::BuildCreateUpdateBlockForPlayer;
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using GameObject::BuildOutOfRangeUpdateBlock;
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using GameObject::GetPackGUID;
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bool Create(uint32 guidlow, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags);
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bool GenerateWaypoints(uint32 pathid, std::set<uint32> &mapids);
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void Update(uint32 p_time);
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