[7690] Move GetCreature/GetGameobject to class Map. Author: VladimirMangos
* This let get objects at map without reference to player or another object.
* Simplify future implementation for per-map storage for like objects
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branch : trunk
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+3
-2
@@ -386,8 +386,6 @@ class TRINITY_DLL_SPEC Map : public GridRefManager<NGridType>, public Trinity::O
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void resetMarkedCells() { marked_cells.reset(); }
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bool isCellMarked(uint32 pCellId) { return marked_cells.test(pCellId); }
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void markCell(uint32 pCellId) { marked_cells.set(pCellId); }
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Creature* GetCreatureInMap(uint64 guid);
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GameObject* GetGameObjectInMap(uint64 guid);
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bool HavePlayers() const { return !m_mapRefManager.isEmpty(); }
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uint32 GetPlayersCountExceptGMs() const;
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@@ -422,6 +420,9 @@ class TRINITY_DLL_SPEC Map : public GridRefManager<NGridType>, public Trinity::O
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CreatureGroupHolderType CreatureGroupHolder;
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Creature* GetCreature(uint64 guid);
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GameObject* GetGameObject(uint64 guid);
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DynamicObject* GetDynamicObject(uint64 guid);
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private:
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void LoadMapAndVMap(int gx, int gy);
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void LoadVMap(int gx, int gy);
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