*Add m_map in worldobject to make getmap faster.
--HG-- branch : trunk
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+5
-6
@@ -418,8 +418,10 @@ class TRINITY_DLL_SPEC WorldObject : public Object
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void GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z ) const;
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void SetMapId(uint32 newMap) { m_mapId = newMap; }
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void SetMapId(uint32 newMap) { m_mapId = newMap; m_map = NULL; }
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uint32 GetMapId() const { return m_mapId; }
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void SetInstanceId(uint32 val) { m_InstanceId = val; m_map = NULL; }
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uint32 GetInstanceId() const { return m_InstanceId; }
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uint32 GetZoneId() const;
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uint32 GetAreaId() const;
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@@ -467,9 +469,6 @@ class TRINITY_DLL_SPEC WorldObject : public Object
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virtual void SaveRespawnTime() {}
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uint32 GetInstanceId() const { return m_InstanceId; }
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void SetInstanceId(uint32 val) { m_InstanceId = val; }
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void AddObjectToRemoveList();
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// main visibility check function in normal case (ignore grey zone distance check)
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@@ -502,6 +501,8 @@ class TRINITY_DLL_SPEC WorldObject : public Object
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private:
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uint32 m_mapId;
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uint32 m_InstanceId;
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Map *m_map;
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float m_positionX;
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float m_positionY;
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@@ -509,8 +510,6 @@ class TRINITY_DLL_SPEC WorldObject : public Object
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float m_orientation;
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bool mSemaphoreTeleport;
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uint32 m_InstanceId;
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};
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#endif
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