*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

--HG--
branch : trunk
This commit is contained in:
maximius
2009-11-22 00:46:38 -08:00
parent 461e8d134f
commit da5c1bca54
9 changed files with 83 additions and 157 deletions
+3 -3
View File
@@ -610,11 +610,11 @@ class TRINITY_DLL_SPEC WorldObject : public Object, public WorldLocation
GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime);
Creature* SummonTrigger(float x, float y, float z, float ang, uint32 dur, CreatureAI* (*GetAI)(Creature*) = NULL);
Creature* FindNearestCreature(uint32 entry, float range, bool alive = true);
GameObject* FindNearestGameObject(uint32 entry, float range);
Creature* FindNearestCreature(uint32 uiEntry, float fMaxSearchRange, bool bAlive = true);
GameObject* FindNearestGameObject(uint32 uiEntry, float fMaxSearchRange);
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, uint32 uiEntry, float fMaxSearchRange);
void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, uint32 uiEntry, float fMaxSearchRange);
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, uint32 uiEntry, float fMaxSearchRange);
void DestroyForNearbyPlayers();