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*HG 681.
--HG-- branch : trunk
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@@ -653,7 +653,7 @@ bool Map::loaded(const GridPair &p) const
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}
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}*/
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void Map::Update(const uint32 &t_diff)
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void Map::RelocationNotify()
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{
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//creatures may be added to the list during update
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i_lock = true;
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@@ -666,6 +666,7 @@ void Map::Update(const uint32 &t_diff)
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continue;
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CellPair val = Trinity::ComputeCellPair(unit->GetPositionX(), unit->GetPositionY());
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Cell cell(val);
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cell.SetNoCreate();
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//if(unit->GetTypeId() == TYPEID_PLAYER)
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// PlayerRelocationNotify((Player*)unit, cell, val);
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//else
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@@ -693,7 +694,10 @@ void Map::Update(const uint32 &t_diff)
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}
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i_unitsToNotify.clear();
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i_lock = false;
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}
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void Map::Update(const uint32 &t_diff)
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{
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resetMarkedCells();
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//TODO: is there a better way to update activeobjects?
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@@ -743,7 +747,7 @@ void Map::Update(const uint32 &t_diff)
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CellPair pair(x,y);
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Cell cell(pair);
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cell.data.Part.reserved = CENTER_DISTRICT;
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cell.SetNoCreate();
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//cell.SetNoCreate();
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CellLock<NullGuard> cell_lock(cell, pair);
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cell_lock->Visit(cell_lock, grid_object_update, *this);
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cell_lock->Visit(cell_lock, world_object_update, *this);
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@@ -754,6 +758,8 @@ void Map::Update(const uint32 &t_diff)
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// UpdateActiveCells((*iter)->GetPositionX(), (*iter)->GetPositionY(), t_diff);
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}
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RelocationNotify();
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// Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load !
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// This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
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if (IsBattleGroundOrArena())
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