*Fix build.
--HG-- branch : trunk
This commit is contained in:
@@ -454,6 +454,13 @@ Map::LoadGrid(const Cell& cell, bool no_unload)
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//LoadVMap(63-cell.GridX(),63-cell.GridY());
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//LoadVMap(63-cell.GridX(),63-cell.GridY());
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}
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}
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void Map::LoadGrid(float x, float y)
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{
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CellPair pair = Trinity::ComputeCellPair(x, y);
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Cell cell(pair);
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EnsureGridLoadedForPlayer(cell, NULL, false);
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}
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bool Map::Add(Player *player)
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bool Map::Add(Player *player)
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{
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{
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player->GetMapRef().link(this, player);
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player->GetMapRef().link(this, player);
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@@ -161,6 +161,7 @@ class TRINITY_DLL_SPEC Map : public GridRefManager<NGridType>, public Trinity::O
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bool GetUnloadFlag(const GridPair &p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadFlag(); }
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bool GetUnloadFlag(const GridPair &p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadFlag(); }
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void SetUnloadFlag(const GridPair &p, bool unload) { getNGrid(p.x_coord, p.y_coord)->setUnloadFlag(unload); }
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void SetUnloadFlag(const GridPair &p, bool unload) { getNGrid(p.x_coord, p.y_coord)->setUnloadFlag(unload); }
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void LoadGrid(const Cell& cell, bool no_unload = false);
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void LoadGrid(const Cell& cell, bool no_unload = false);
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void LoadGrid(float x, float y);
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bool UnloadGrid(const uint32 &x, const uint32 &y, bool pForce);
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bool UnloadGrid(const uint32 &x, const uint32 &y, bool pForce);
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virtual void UnloadAll(bool pForce);
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virtual void UnloadAll(bool pForce);
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@@ -3466,10 +3466,8 @@ void Spell::EffectAddFarsight(uint32 i)
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dynObj->SetUInt32Value(DYNAMICOBJECT_BYTES, 0x80000002);
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dynObj->SetUInt32Value(DYNAMICOBJECT_BYTES, 0x80000002);
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m_caster->AddDynObject(dynObj);
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m_caster->AddDynObject(dynObj);
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CellPair pair = Trinity::ComputeCellPair(dynObj->GetPositionX(), dynObj->GetPositionY());
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Cell cell(pair);
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Map* map = dynObj->GetMap();
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Map* map = dynObj->GetMap();
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map->EnsureGridLoadedForPlayer(cell, NULL, false); // In case the spell is casted into a different grid by player
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map->LoadGrid(dynObj->GetPositionX(), dynObj->GetPositionY()); // In case the spell is casted into a different grid by player
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map->Add(dynObj);
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map->Add(dynObj);
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map->SwitchGridContainers(dynObj, true); // Needed for forwarding player packets
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map->SwitchGridContainers(dynObj, true); // Needed for forwarding player packets
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dynObj->setActive(true); // Keep the grid updated even if there are no players in it
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dynObj->setActive(true); // Keep the grid updated even if there are no players in it
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