*Cleanup, fix a few warnings, and make the SD2 grid searchers just pass through to the standard Trinity grid searchers, as they have identical functionality. Thanks thmarth. Closes #387, #388
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@@ -610,11 +610,11 @@ class TRINITY_DLL_SPEC WorldObject : public Object, public WorldLocation
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GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime);
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Creature* SummonTrigger(float x, float y, float z, float ang, uint32 dur, CreatureAI* (*GetAI)(Creature*) = NULL);
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Creature* FindNearestCreature(uint32 entry, float range, bool alive = true);
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GameObject* FindNearestGameObject(uint32 entry, float range);
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Creature* FindNearestCreature(uint32 uiEntry, float fMaxSearchRange, bool bAlive = true);
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GameObject* FindNearestGameObject(uint32 uiEntry, float fMaxSearchRange);
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void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, uint32 uiEntry, float fMaxSearchRange);
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void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, uint32 uiEntry, float fMaxSearchRange);
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void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, uint32 uiEntry, float fMaxSearchRange);
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void DestroyForNearbyPlayers();
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