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*Update WorldSession::HandleMovementOpcodes with some new information on how vehicles behave, and do a little bit of cleanup.
--HG-- branch : trunk
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@@ -419,7 +419,7 @@ void GameObject::Update(uint32 /*p_time*/)
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{
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std::set<uint32>::const_iterator it = m_unique_users.begin();
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std::set<uint32>::const_iterator end = m_unique_users.end();
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for (; it != end; it++)
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for (; it != end; ++it)
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{
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Unit* owner = Unit::GetUnit(*this, uint64(*it));
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// For now we do not support go cast
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@@ -986,12 +986,12 @@ void GameObject::Use(Unit* user)
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if(user->GetTypeId() != TYPEID_PLAYER)
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return;
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if (!ChairListSlots.size()) //this is called once at first chair use to make list of available slots
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if (info->chair.slots > 0) //sometimes chairs in DB have error in fields and we dont know number of slots
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for (uint32 i=0; i<info->chair.slots; i++)
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ChairListSlots[i] = 0; //Last user of current slot set to 0 (none sit here yet)
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if (!ChairListSlots.size()) // this is called once at first chair use to make list of available slots
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if (info->chair.slots > 0) // sometimes chairs in DB have error in fields and we dont know number of slots
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for (uint32 i = 0; i < info->chair.slots; ++i)
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ChairListSlots[i] = 0; // Last user of current slot set to 0 (none sit here yet)
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else
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ChairListSlots[0] = 0; //error in DB, make one default slot
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ChairListSlots[0] = 0; // error in DB, make one default slot
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Player* player = (Player*)user;
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