remove unused player's class member,cleanup
--HG-- branch : trunk
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@@ -2578,7 +2578,6 @@ class Player : public Unit, public GridObject<Player>
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MapReference m_mapRef;
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void UpdateCharmedAI();
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UnitAI *i_AI;
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uint32 m_lastFallTime;
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float m_lastFallZ;
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+4
-3
@@ -15287,9 +15287,10 @@ Unit *Unit::GetVehicleBase() const
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Creature *Unit::GetVehicleCreatureBase() const
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{
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Unit *veh = GetVehicleBase();
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if (veh && veh->GetTypeId() == TYPEID_UNIT)
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return dynamic_cast<Creature*>(veh);
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if( Unit *veh = GetVehicleBase())
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if( Creature *c = veh->ToCreature())
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return c;
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return NULL;
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}
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+1
-1
@@ -1919,7 +1919,7 @@ class Unit : public WorldObject
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void RemoveVehicleKit();
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Vehicle *GetVehicleKit()const { return m_vehicleKit; }
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Vehicle *GetVehicle() const { return m_vehicle; }
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bool IsOnVehicle(const Unit *unit) const { return m_vehicle && m_vehicle == unit->GetVehicleKit(); }
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bool IsOnVehicle(const Unit *vehicle) const { return m_vehicle && m_vehicle == vehicle->GetVehicleKit(); }
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Unit *GetVehicleBase() const;
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Creature *GetVehicleCreatureBase() const;
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float GetTransOffsetX() const { return m_movementInfo.t_x; }
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