Change many uint32 to ObjectGuid::LowType in line with 6.x changes.

(cherry picked from commit b1032ed620)

Conflicts:
	src/server/game/AuctionHouse/AuctionHouseMgr.h
	src/server/game/Entities/Corpse/Corpse.cpp
	src/server/game/Entities/Creature/Creature.cpp
	src/server/game/Entities/DynamicObject/DynamicObject.cpp
	src/server/game/Entities/DynamicObject/DynamicObject.h
	src/server/game/Entities/GameObject/GameObject.cpp
	src/server/game/Entities/GameObject/GameObject.h
	src/server/game/Entities/Object/ObjectGuid.h
	src/server/game/Entities/Pet/Pet.cpp
	src/server/game/Entities/Pet/Pet.h
	src/server/game/Entities/Player/Player.cpp
	src/server/game/Entities/Transport/Transport.h
	src/server/game/Globals/ObjectMgr.cpp
	src/server/game/Guilds/Guild.h
	src/server/game/Guilds/GuildMgr.cpp
	src/server/game/Guilds/GuildMgr.h
	src/server/game/Mails/Mail.h
	src/server/game/Maps/Map.cpp
	src/server/game/Maps/TransportMgr.cpp
	src/server/game/Maps/TransportMgr.h
	src/server/game/OutdoorPvP/OutdoorPvP.h
This commit is contained in:
pete318
2015-10-11 00:17:46 +01:00
committed by ariel-
parent b20c9ae283
commit 6664a3acc3
81 changed files with 415 additions and 415 deletions

View File

@@ -184,7 +184,7 @@ PoolObject* PoolGroup<T>::RollOne(ActivePoolData& spawns, uint32 triggerFrom)
// If no guid is passed, the pool is just removed (event end case)
// If guid is filled, cache will be used and no removal will occur, it just fill the cache
template<class T>
void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, uint32 guid)
void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, ObjectGuid::LowType guid)
{
for (size_t i=0; i < EqualChanced.size(); ++i)
{
@@ -215,7 +215,7 @@ void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, uint32 guid)
// Method that is actualy doing the removal job on one creature
template<>
void PoolGroup<Creature>::Despawn1Object(uint32 guid)
void PoolGroup<Creature>::Despawn1Object(ObjectGuid::LowType guid)
{
if (CreatureData const* data = sObjectMgr->GetCreatureData(guid))
{
@@ -237,7 +237,7 @@ void PoolGroup<Creature>::Despawn1Object(uint32 guid)
// Same on one gameobject
template<>
void PoolGroup<GameObject>::Despawn1Object(uint32 guid)
void PoolGroup<GameObject>::Despawn1Object(ObjectGuid::LowType guid)
{
if (GameObjectData const* data = sObjectMgr->GetGOData(guid))
{
@@ -621,7 +621,7 @@ void PoolMgr::LoadFromDB()
{
Field* fields = result->Fetch();
uint32 guid = fields[0].GetUInt32();
ObjectGuid::LowType guid = fields[0].GetUInt32();
uint32 pool_id = fields[1].GetUInt32();
float chance = fields[2].GetFloat();
@@ -677,7 +677,7 @@ void PoolMgr::LoadFromDB()
{
Field* fields = result->Fetch();
uint32 guid = fields[0].GetUInt32();
ObjectGuid::LowType guid = fields[0].GetUInt32();
uint32 pool_id = fields[1].GetUInt32();
float chance = fields[2].GetFloat();