*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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@@ -194,16 +194,11 @@ class TRINITY_DLL_DECL ObjectAccessor : public Trinity::Singleton<ObjectAccessor
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void AddCorpsesToGrid(GridPair const& gridpair,GridType& grid,Map* map);
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Corpse* ConvertCorpseForPlayer(uint64 player_guid);
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bool ActiveObjectsNearGrid(uint32 x,uint32 y,uint32 m_id,uint32 i_id) const;
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static void UpdateObject(Object* obj, Player* exceptPlayer);
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static void _buildUpdateObject(Object* obj, UpdateDataMapType &);
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static void UpdateObjectVisibility(WorldObject* obj);
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static void UpdateVisibilityForPlayer(Player* player);
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void AddActiveObject(WorldObject*);
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void RemoveActiveObject(WorldObject*);
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private:
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struct WorldObjectChangeAccumulator
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{
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@@ -228,7 +223,6 @@ class TRINITY_DLL_DECL ObjectAccessor : public Trinity::Singleton<ObjectAccessor
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static void _buildPacket(Player *, Object *, UpdateDataMapType &);
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void _update(void);
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std::set<Object *> i_objects;
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std::set<WorldObject *> i_activeobjects;
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LockType i_playerGuard;
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LockType i_updateGuard;
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LockType i_corpseGuard;
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