Rename some classes in grid system.
Note: The naming of classes is still confusing. "cell" usually refers to class "Grid", and "grid" usually refers to class "NGrid". But it requires a lot of changes to clean this up.
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@@ -1177,7 +1177,7 @@ inline Unit* CreatureEventAI::GetTargetByType(uint32 target, Unit* actionInvoker
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Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff)
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{
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CellPair p(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
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CellCoord p(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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cell.SetNoCreate();
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@@ -1199,7 +1199,7 @@ Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff)
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void CreatureEventAI::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
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{
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CellPair p(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
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CellCoord p(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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cell.SetNoCreate();
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@@ -1214,7 +1214,7 @@ void CreatureEventAI::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
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void CreatureEventAI::DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid)
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{
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CellPair p(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
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CellCoord p(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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cell.SetNoCreate();
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@@ -363,7 +363,7 @@ Player* ScriptedAI::GetPlayerAtMinimumRange(float minimumRange)
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{
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Player* player = NULL;
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CellPair pair(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
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CellCoord pair(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
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Cell cell(pair);
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cell.data.Part.reserved = ALL_DISTRICT;
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cell.SetNoCreate();
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@@ -218,7 +218,7 @@ void npc_escortAI::UpdateAI(uint32 const diff)
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if (m_bCanReturnToStart)
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{
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float fRetX, fRetY, fRetZ;
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me->GetRespawnCoord(fRetX, fRetY, fRetZ);
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me->GetRespawnPosition(fRetX, fRetY, fRetZ);
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me->GetMotionMaster()->MovePoint(POINT_HOME, fRetX, fRetY, fRetZ);
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@@ -2878,7 +2878,7 @@ uint32 SmartScript::DoChat(int8 id, uint64 whisperGuid)
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Unit* SmartScript::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
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{
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if (!me) return NULL;
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CellPair p(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
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CellCoord p(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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cell.SetNoCreate();
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@@ -2897,7 +2897,7 @@ Unit* SmartScript::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
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void SmartScript::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
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{
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if (!me) return;
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CellPair p(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
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CellCoord p(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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cell.SetNoCreate();
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@@ -2913,7 +2913,7 @@ void SmartScript::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
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void SmartScript::DoFindFriendlyMissingBuff(std::list<Creature*>& list, float range, uint32 spellid)
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{
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if (!me) return;
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CellPair p(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
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CellCoord p(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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cell.SetNoCreate();
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@@ -155,7 +155,7 @@ class SmartScript
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{
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GameObject* gameObject = NULL;
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CellPair p(Trinity::ComputeCellPair(searchObject->GetPositionX(), searchObject->GetPositionY()));
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CellCoord p(Trinity::ComputeCellCoord(searchObject->GetPositionX(), searchObject->GetPositionY()));
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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@@ -171,7 +171,7 @@ class SmartScript
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Creature* FindCreatureNear(WorldObject* searchObject, uint32 guid) const
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{
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Creature* crea = NULL;
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CellPair p(Trinity::ComputeCellPair(searchObject->GetPositionX(), searchObject->GetPositionY()));
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CellCoord p(Trinity::ComputeCellCoord(searchObject->GetPositionX(), searchObject->GetPositionY()));
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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