*Move object update from objectaccessor to map
*Move activeobject list from objectaccessor to map *Open grid for all active creatures (previously only for possessed ones) --HG-- branch : trunk
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@@ -455,7 +455,7 @@ class TRINITY_DLL_SPEC WorldObject : public Object
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Creature* SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime);
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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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bool isActive() const { return m_isActive; }
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virtual void setActive(bool isActive);
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void setActive(bool isActive);
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protected:
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explicit WorldObject();
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std::string m_name;
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