* Implemented new ObjectAccessor functions: GetCreatures, GetUnits, GetGameObjects, and GetWorldObjects. These can be used for loopong over objects in the world.
* Note: GetWorldObjects is (probably) heavy and should be used very sparingly. Always use the function corresponding to the type of object you're looping over. --HG-- branch : trunk
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@@ -154,9 +154,30 @@ class TRINITY_DLL_DECL ObjectAccessor : public Trinity::Singleton<ObjectAccessor
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Player* FindPlayerByName(const char *name) ;
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Player* FindPlayerByName(const char *name) ;
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HashMapHolder<Player>::MapType& GetPlayers()
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HashMapHolder<Player>::MapType& GetPlayers()
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{
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{
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return HashMapHolder<Player>::GetContainer();
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return HashMapHolder<Player>::GetContainer();
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}
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HashMapHolder<Creature>::MapType& GetCreatures()
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{
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return HashMapHolder<Creature>::GetContainer();
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}
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HashMapHolder<Unit>::MapType& GetUnits()
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{
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return HashMapHolder<Unit>::GetContainer();
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}
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HashMapHolder<GameObject>::MapType& GetGameObjects()
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{
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return HashMapHolder<GameObject>::GetContainer();
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}
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// note: possibly very heavy
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HashMapHolder<WorldObject>::MapType& GetWorldObjects()
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{
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return HashMapHolder<WorldObject>::GetContainer();
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}
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}
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template<class T> void AddObject(T *object)
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template<class T> void AddObject(T *object)
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