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*Check if grid is loaded before switch container.
--HG-- branch : trunk
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@@ -331,9 +331,21 @@ void Map::RemoveFromGrid(DynamicObject* obj, NGridType *grid, Cell const& cell)
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template<class T>
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void Map::SwitchGridContainers(T* obj, bool on)
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{
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CellPair pair = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
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Cell cell(pair);
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CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
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if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
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{
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sLog.outError("Map::SwitchGridContainers: Object " I64FMT " have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord);
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return;
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}
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Cell cell(p);
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if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) )
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return;
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DEBUG_LOG("Switch object " I64FMT " from grid[%u,%u] %u", obj->GetGUID(), cell.data.Part.grid_x, cell.data.Part.grid_y, on);
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NGridType *ngrid = getNGrid(cell.GridX(), cell.GridY());
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assert( ngrid != NULL );
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GridType &grid = (*ngrid)(cell.CellX(), cell.CellY());
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if(on)
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@@ -52,11 +52,10 @@ ObjectGridRespawnMover::Visit(CreatureMapType &m)
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// creature in unloading grid can have respawn point in another grid
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// if it will be unloaded then it will not respawn in original grid until unload/load original grid
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// move to respawn point to prevent this case. For player view in respawn grid this will be normal respawn.
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for(CreatureMapType::iterator iter=m.begin(), next; iter != m.end(); iter = next)
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for(CreatureMapType::iterator iter = m.begin(); iter != m.end();)
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{
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next = iter; ++next;
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Creature * c = iter->getSource();
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++iter;
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assert(!c->isPet() && "ObjectGridRespawnMover don't must be called for pets");
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