*Fix some bugs of map/grid. Hope this can fix some crashes (without introducing new crash)
--HG-- branch : trunk
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+1
-7
@@ -168,7 +168,6 @@ 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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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(float x, float y);
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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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@@ -240,8 +239,6 @@ class TRINITY_DLL_SPEC Map : public GridRefManager<NGridType>, public Trinity::O
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virtual bool RemoveBones(uint64 guid, float x, float y);
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void UpdateObjectVisibility(WorldObject* obj, Cell cell, CellPair cellpair);
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//void UpdatePlayerVisibility(Player* player, Cell cell, CellPair cellpair);
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void UpdateObjectsVisibilityFor(Player* player, Cell cell, CellPair cellpair);
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void resetMarkedCells() { marked_cells.reset(); }
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bool isCellMarked(uint32 pCellId) { return marked_cells.test(pCellId); }
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@@ -279,9 +276,6 @@ class TRINITY_DLL_SPEC Map : public GridRefManager<NGridType>, public Trinity::O
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void SendInitTransports( Player * player );
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void SendRemoveTransports( Player * player );
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void PlayerRelocationNotify(Player* player, Cell cell, CellPair cellpair);
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void CreatureRelocationNotify(Creature *creature, Cell newcell, CellPair newval);
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bool CreatureCellRelocation(Creature *creature, Cell new_cell);
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void AddCreatureToMoveList(Creature *c, float x, float y, float z, float ang);
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@@ -338,7 +332,7 @@ class TRINITY_DLL_SPEC Map : public GridRefManager<NGridType>, public Trinity::O
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void AddToGrid(T*, NGridType *, Cell const&);
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template<class T>
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void AddNotifier(T*, Cell const&, CellPair const&);
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void AddNotifier(T*);
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template<class T>
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void RemoveFromGrid(T*, NGridType *, Cell const&);
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