*Allow spells to summon vehicles.
--HG-- branch : trunk
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+4
-2
@@ -104,6 +104,7 @@ class Player;
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class UpdateMask;
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class InstanceData;
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class GameObject;
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class Vehicle;
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typedef UNORDERED_MAP<Player*, UpdateData> UpdateDataMapType;
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@@ -498,9 +499,10 @@ class TRINITY_DLL_SPEC WorldObject : public Object
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Map * GetMap() const;
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Map const* GetBaseMap() const;
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Creature* SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime);
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Creature* SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime);
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Vehicle* SummonVehicle(uint32 entry, float x, float y, float z, float ang);
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GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime);
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Creature* SummonTrigger(float x, float y, float z, float ang, uint32 dur, CreatureAI* (*GetAI)(Creature*) = NULL);
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Creature* SummonTrigger(float x, float y, float z, float ang, uint32 dur, CreatureAI* (*GetAI)(Creature*) = NULL);
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bool isActiveObject() const { return m_isActive; }
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void setActive(bool isActiveObject);
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void SetWorldObject(bool apply);
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