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*Update vehicle system. Make vehicle a seperate class from creature.
--HG-- branch : trunk
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@@ -61,9 +61,6 @@ ObjectAccessor::GetCreatureOrPetOrVehicle(WorldObject const &u, uint64 guid)
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if(IS_PET_GUID(guid))
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return GetPet(guid);
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if(IS_VEHICLE_GUID(guid))
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return GetVehicle(guid);
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return u.IsInWorld() ? u.GetMap()->GetCreature(guid) : NULL;
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}
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@@ -232,12 +229,6 @@ ObjectAccessor::GetPet(uint64 guid)
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return GetObjectInWorld(guid, (Pet*)NULL);
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}
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Vehicle*
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ObjectAccessor::GetVehicle(uint64 guid)
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{
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return GetObjectInWorld(guid, (Vehicle*)NULL);
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}
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Corpse*
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ObjectAccessor::GetCorpseForPlayerGUID(uint64 guid)
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{
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@@ -491,7 +482,6 @@ template <class T> ACE_Thread_Mutex HashMapHolder<T>::i_lock;
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template class HashMapHolder<Player>;
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template class HashMapHolder<Pet>;
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template class HashMapHolder<Vehicle>;
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template class HashMapHolder<GameObject>;
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template class HashMapHolder<DynamicObject>;
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template class HashMapHolder<Creature>;
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@@ -499,7 +489,6 @@ template class HashMapHolder<Corpse>;
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template Player* ObjectAccessor::GetObjectInWorld<Player>(uint32 mapid, float x, float y, uint64 guid, Player* /*fake*/);
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template Pet* ObjectAccessor::GetObjectInWorld<Pet>(uint32 mapid, float x, float y, uint64 guid, Pet* /*fake*/);
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template Vehicle* ObjectAccessor::GetObjectInWorld<Vehicle>(uint32 mapid, float x, float y, uint64 guid, Vehicle* /*fake*/);
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template Creature* ObjectAccessor::GetObjectInWorld<Creature>(uint32 mapid, float x, float y, uint64 guid, Creature* /*fake*/);
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template Corpse* ObjectAccessor::GetObjectInWorld<Corpse>(uint32 mapid, float x, float y, uint64 guid, Corpse* /*fake*/);
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template GameObject* ObjectAccessor::GetObjectInWorld<GameObject>(uint32 mapid, float x, float y, uint64 guid, GameObject* /*fake*/);
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