Core/Battleground: Some (minor) code optimizations
- All access to Battleground vars are done using funtions (Remove friendship from Battleground and BattlegroundMgr) - Move specific 47 mins arena check to battleground code as its generic to all arenas - Create PreUpdateImpl and PostUpdateImpl functions. Specific battlegrounds will implement those if needed (No more need of call Battleground::Update inside specific BGs) - Modify Create function to use only one parameter - Remove EventPlayerCapturedFlag from Battleground class, only one BG implements it and it's not used outside that BG.
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@@ -33,8 +33,6 @@ struct TransportCreatureProto;
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class MapManager
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{
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friend class ACE_Singleton<MapManager, ACE_Thread_Mutex>;
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typedef UNORDERED_MAP<uint32, Map*> MapMapType;
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typedef std::vector<bool> InstanceIds;
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public:
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@@ -151,11 +149,14 @@ class MapManager
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MapUpdater * GetMapUpdater() { return &m_updater; }
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private:
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typedef UNORDERED_MAP<uint32, Map*> MapMapType;
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typedef std::vector<bool> InstanceIds;
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// debugging code, should be deleted some day
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void checkAndCorrectGridStatesArray(); // just for debugging to find some memory overwrites
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GridState* i_GridStates[MAX_GRID_STATE]; // shadow entries to the global array in Map.cpp
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int i_GridStateErrorCount;
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private:
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MapManager();
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~MapManager();
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