* Remove CellLock class and all cell-level thread locking.
** It was wasting CPU power as cell-level locking is not needed. ** Our multithreading is on map-level, not cell-level. ** CellLock was just a 'proxy' between Cell and CellPair and in some cases carried redundant data. ** Some minor cleanup in Cell::Visit/Map::Visit. --HG-- branch : trunk
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@@ -99,8 +99,8 @@ Trinity::DelayedUnitRelocation::Notify(GridRefManager<T> &m)
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TypeContainerVisitor<VISITOR, WorldTypeMapContainer > c2world_relocation(relocate);
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TypeContainerVisitor<VISITOR, GridTypeMapContainer > c2grid_relocation(relocate);
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i_lock->Visit(i_lock, c2world_relocation, i_map, *unit, i_radius);
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i_lock->Visit(i_lock, c2grid_relocation, i_map, *unit, i_radius);
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i_cell.Visit(i_cellPair, c2world_relocation, i_map, *unit, i_radius);
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i_cell.Visit(i_cellPair, c2grid_relocation, i_map, *unit, i_radius);
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unit->SetNotified(NOTIFY_AI_RELOCATION);
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}
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