[svn] Finally really fixed compile. Also, removed Unit::GetObjectInWorld(), use Map::GetCreatureInMap() and Map::GetGameObjectInMap() instead. This is to prevent creature-creature interaction on different maps, which would make the later multithreading of maps impossible.
--HG-- branch : trunk
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@@ -1218,7 +1218,6 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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void addFollower(FollowerReference* pRef) { m_FollowingRefManager.insertFirst(pRef); }
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void removeFollower(FollowerReference* /*pRef*/ ) { /* nothing to do yet */ }
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static Unit* GetUnit(WorldObject& object, uint64 guid);
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template<class T> static T* GetObjectInWorld(uint64 guid, T* /*fake*/);
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MotionMaster* GetMotionMaster() { return &i_motionMaster; }
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