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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@@ -934,7 +934,7 @@ void hyjalAI::JustDied(Unit* /*killer*/)
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}
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void hyjalAI::HideNearPos(float x, float y)
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{
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CellPair pair(Trinity::ComputeCellPair(x, y));
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CellCoord pair(Trinity::ComputeCellCoord(x, y));
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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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@@ -961,7 +961,7 @@ void hyjalAI::HideNearPos(float x, float y)
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}
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void hyjalAI::RespawnNearPos(float x, float y)
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{
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CellPair p(Trinity::ComputeCellPair(x, y));
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CellCoord p(Trinity::ComputeCellCoord(x, y));
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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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@@ -992,7 +992,7 @@ void hyjalAI::WaypointReached(uint32 i)
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}
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//do some talking
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//all alive guards walk near here
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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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@@ -1034,7 +1034,7 @@ void hyjalAI::DoOverrun(uint32 faction, const uint32 diff)
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{
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if (TeleportTimer <= diff)
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{
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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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