Use original taxipath data in taxi flight movement generator. Author: Vladimir
+ Cleanup --HG-- branch : trunk
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@@ -5482,25 +5482,6 @@ uint32 ObjectMgr::GetTaxiMountDisplayId(uint32 id, uint32 team, bool allowed_alt
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return mount_id;
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}
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void ObjectMgr::GetTaxiPathNodes(uint32 path, Path &pathnodes, std::vector<uint32>& mapIds)
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{
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if (path >= sTaxiPathNodesByPath.size())
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return;
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TaxiPathNodeList& nodeList = sTaxiPathNodesByPath[path];
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pathnodes.Resize(nodeList.size());
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mapIds.resize(nodeList.size());
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for (size_t i = 0; i < nodeList.size(); ++i)
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{
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pathnodes[i].x = nodeList[i]->x;
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pathnodes[i].y = nodeList[i]->y;
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pathnodes[i].z = nodeList[i]->z;
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mapIds[i] = nodeList[i]->mapid;
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}
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}
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void ObjectMgr::LoadGraveyardZones()
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{
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mGraveYardMap.clear(); // need for reload case
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@@ -30,7 +30,6 @@
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#include "GameObject.h"
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#include "Corpse.h"
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#include "QuestDef.h"
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#include "Path.h"
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#include "ItemPrototype.h"
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#include "NPCHandler.h"
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#include "DatabaseEnv.h"
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@@ -60,8 +59,6 @@ extern SQLStorage sInstanceTemplate;
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class Group;
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class Guild;
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class ArenaTeam;
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class Path;
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class TransportPath;
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class Item;
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struct GameTele
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@@ -473,7 +470,6 @@ class ObjectMgr
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uint32 GetNearestTaxiNode(float x, float y, float z, uint32 mapid, uint32 team);
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void GetTaxiPath(uint32 source, uint32 destination, uint32 &path, uint32 &cost);
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uint32 GetTaxiMountDisplayId(uint32 id, uint32 team, bool allowed_alt_team = false);
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void GetTaxiPathNodes(uint32 path, Path &pathnodes, std::vector<uint32>& mapIds);
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Quest const* GetQuestTemplate(uint32 quest_id) const
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{
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