Some clean up of grid system.
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@@ -225,9 +225,7 @@ void ObjectAccessor::RemoveCorpse(Corpse* corpse)
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// build mapid*cellid -> guid_set map
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CellCoord cellCoord = Trinity::ComputeCellCoord(corpse->GetPositionX(), corpse->GetPositionY());
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uint32 cell_id = (cellCoord.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cellCoord.x_coord;
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sObjectMgr->DeleteCorpseCellData(corpse->GetMapId(), cell_id, GUID_LOPART(corpse->GetOwnerGUID()));
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sObjectMgr->DeleteCorpseCellData(corpse->GetMapId(), cellCoord.GetId(), GUID_LOPART(corpse->GetOwnerGUID()));
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i_player2corpse.erase(iter);
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}
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@@ -246,9 +244,7 @@ void ObjectAccessor::AddCorpse(Corpse* corpse)
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// build mapid*cellid -> guid_set map
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CellCoord cellCoord = Trinity::ComputeCellCoord(corpse->GetPositionX(), corpse->GetPositionY());
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uint32 cell_id = (cellCoord.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cellCoord.x_coord;
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sObjectMgr->AddCorpseCellData(corpse->GetMapId(), cell_id, GUID_LOPART(corpse->GetOwnerGUID()), corpse->GetInstanceId());
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sObjectMgr->AddCorpseCellData(corpse->GetMapId(), cellCoord.GetId(), GUID_LOPART(corpse->GetOwnerGUID()), corpse->GetInstanceId());
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}
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}
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