* 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
This commit is contained in:
@@ -154,9 +154,30 @@ class TRINITY_DLL_DECL ObjectAccessor : public Trinity::Singleton<ObjectAccessor
|
||||
|
||||
Player* FindPlayerByName(const char *name) ;
|
||||
|
||||
HashMapHolder<Player>::MapType& GetPlayers()
|
||||
{
|
||||
return HashMapHolder<Player>::GetContainer();
|
||||
HashMapHolder<Player>::MapType& GetPlayers()
|
||||
{
|
||||
return HashMapHolder<Player>::GetContainer();
|
||||
}
|
||||
|
||||
HashMapHolder<Creature>::MapType& GetCreatures()
|
||||
{
|
||||
return HashMapHolder<Creature>::GetContainer();
|
||||
}
|
||||
|
||||
HashMapHolder<Unit>::MapType& GetUnits()
|
||||
{
|
||||
return HashMapHolder<Unit>::GetContainer();
|
||||
}
|
||||
|
||||
HashMapHolder<GameObject>::MapType& GetGameObjects()
|
||||
{
|
||||
return HashMapHolder<GameObject>::GetContainer();
|
||||
}
|
||||
|
||||
// note: possibly very heavy
|
||||
HashMapHolder<WorldObject>::MapType& GetWorldObjects()
|
||||
{
|
||||
return HashMapHolder<WorldObject>::GetContainer();
|
||||
}
|
||||
|
||||
template<class T> void AddObject(T *object)
|
||||
|
||||
Reference in New Issue
Block a user