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