Core/DynamicObjects: Change the way how dynamic objects are bound to their owners, fixes some crashes in Aura::GetOwner.
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@@ -1863,10 +1863,11 @@ class Unit : public WorldObject
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void setTransForm(uint32 spellid) { m_transform = spellid;}
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uint32 getTransForm() const { return m_transform;}
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// DynamicObject management
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void _RegisterDynObject(DynamicObject* dynObj);
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void _UnregisterDynObject(DynamicObject* dynObj);
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DynamicObject* GetDynObject(uint32 spellId);
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void AddDynObject(DynamicObject* dynObj);
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void RemoveDynObject(uint32 spellid);
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void RemoveDynObjectWithGUID(uint64 guid) { m_dynObjGUIDs.remove(guid); }
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void RemoveDynObject(uint32 spellId);
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void RemoveAllDynObjects();
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GameObject* GetGameObject(uint32 spellId) const;
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@@ -2078,8 +2079,8 @@ class Unit : public WorldObject
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int32 m_procDeep;
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typedef std::list<uint64> DynObjectGUIDs;
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DynObjectGUIDs m_dynObjGUIDs;
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typedef std::list<DynamicObject*> DynObjectList;
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DynObjectList m_dynObj;
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typedef std::list<GameObject*> GameObjectList;
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GameObjectList m_gameObj;
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