Some cleanup of grid system.
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@@ -238,9 +238,9 @@ void Map::AddToGrid(T* obj, Cell const& cell)
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{
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NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
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if (obj->m_isWorldObject)
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(*grid)(cell.CellX(), cell.CellY()).template AddWorldObject<T>(obj);
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grid->GetGridType(cell.CellX(), cell.CellY()).template AddWorldObject<T>(obj);
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else
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(*grid)(cell.CellX(), cell.CellY()).template AddGridObject<T>(obj);
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grid->GetGridType(cell.CellX(), cell.CellY()).template AddGridObject<T>(obj);
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}
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template<>
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@@ -248,9 +248,9 @@ void Map::AddToGrid(Creature* obj, Cell const& cell)
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{
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NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
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if (obj->m_isWorldObject)
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(*grid)(cell.CellX(), cell.CellY()).AddWorldObject(obj);
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grid->GetGridType(cell.CellX(), cell.CellY()).AddWorldObject(obj);
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else
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(*grid)(cell.CellX(), cell.CellY()).AddGridObject(obj);
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grid->GetGridType(cell.CellX(), cell.CellY()).AddGridObject(obj);
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obj->SetCurrentCell(cell);
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}
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@@ -260,9 +260,9 @@ void Map::RemoveFromGrid(T* obj, Cell const& cell)
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{
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NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
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if (obj->m_isWorldObject)
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(*grid)(cell.CellX(), cell.CellY()).template RemoveWorldObject<T>(obj);
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grid->GetGridType(cell.CellX(), cell.CellY()).template RemoveWorldObject<T>(obj);
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else
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(*grid)(cell.CellX(), cell.CellY()).template RemoveGridObject<T>(obj);
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grid->GetGridType(cell.CellX(), cell.CellY()).template RemoveGridObject<T>(obj);
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}
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template<class T>
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@@ -283,27 +283,17 @@ void Map::SwitchGridContainers(T* obj, bool on)
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NGridType *ngrid = getNGrid(cell.GridX(), cell.GridY());
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ASSERT(ngrid != NULL);
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GridType &grid = (*ngrid)(cell.CellX(), cell.CellY());
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GridType &grid = ngrid->GetGridType(cell.CellX(), cell.CellY());
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if (on)
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{
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grid.RemoveGridObject<T>(obj);
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grid.AddWorldObject<T>(obj);
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/*if (!grid.RemoveGridObject<T>(obj, obj->GetGUID())
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|| !grid.AddWorldObject<T>(obj, obj->GetGUID()))
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{
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ASSERT(false);
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}*/
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}
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else
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{
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grid.RemoveWorldObject<T>(obj);
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grid.AddGridObject<T>(obj);
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/*if (!grid.RemoveWorldObject<T>(obj, obj->GetGUID())
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|| !grid.AddGridObject<T>(obj, obj->GetGUID()))
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{
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ASSERT(false);
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}*/
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}
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obj->m_isWorldObject = on;
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}
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@@ -387,7 +377,7 @@ bool Map::EnsureGridLoaded(const Cell &cell)
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loader.LoadN();
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// Add resurrectable corpses to world object list in grid
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sObjectAccessor->AddCorpsesToGrid(GridCoord(cell.GridX(), cell.GridY()), (*grid)(cell.CellX(), cell.CellY()), this);
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sObjectAccessor->AddCorpsesToGrid(GridCoord(cell.GridX(), cell.GridY()), grid->GetGridType(cell.CellX(), cell.CellY()), this);
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return true;
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}
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