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Core/Entities: Use ObjectGuid class in game project
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@@ -534,7 +534,7 @@ bool Map::AddToMap(T* obj)
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else
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EnsureGridCreated(GridCoord(cell.GridX(), cell.GridY()));
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AddToGrid(obj, cell);
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TC_LOG_DEBUG("maps", "Object %u enters grid[%u, %u]", GUID_LOPART(obj->GetGUID()), cell.GridX(), cell.GridY());
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TC_LOG_DEBUG("maps", "Object %s enters grid[%u, %u]", obj->GetGUID().ToString().c_str(), cell.GridX(), cell.GridY());
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//Must already be set before AddToMap. Usually during obj->Create.
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//obj->SetMap(this);
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@@ -2942,7 +2942,7 @@ bool InstanceMap::AddPlayerToMap(Player* player)
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InstanceGroupBind* groupBind = group->GetBoundInstance(this);
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if (playerBind && playerBind->save != mapSave)
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{
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TC_LOG_ERROR("maps", "InstanceMap::Add: player %s(%d) is being put into instance %s %d, %d, %d, %d, %d, %d but he is in group %d and is bound to instance %d, %d, %d, %d, %d, %d!", player->GetName().c_str(), player->GetGUIDLow(), GetMapName(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset(), GUID_LOPART(group->GetLeaderGUID()), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset());
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TC_LOG_ERROR("maps", "InstanceMap::Add: player %s(%d) is being put into instance %s %d, %d, %d, %d, %d, %d but he is in group %d and is bound to instance %d, %d, %d, %d, %d, %d!", player->GetName().c_str(), player->GetGUIDLow(), GetMapName(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset(), group->GetLeaderGUID().GetCounter(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset());
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if (groupBind)
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TC_LOG_ERROR("maps", "InstanceMap::Add: the group is bound to the instance %s %d, %d, %d, %d, %d, %d", GetMapName(), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty(), groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount(), groupBind->save->CanReset());
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//ASSERT(false);
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@@ -2956,7 +2956,7 @@ bool InstanceMap::AddPlayerToMap(Player* player)
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// cannot jump to a different instance without resetting it
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if (groupBind->save != mapSave)
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{
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TC_LOG_ERROR("maps", "InstanceMap::Add: player %s(%d) is being put into instance %d, %d, %d but he is in group %d which is bound to instance %d, %d, %d!", player->GetName().c_str(), player->GetGUIDLow(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), GUID_LOPART(group->GetLeaderGUID()), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty());
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TC_LOG_ERROR("maps", "InstanceMap::Add: player %s(%d) is being put into instance %d, %d, %d but he is in group %d which is bound to instance %d, %d, %d!", player->GetName().c_str(), player->GetGUIDLow(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), group->GetLeaderGUID().GetCounter(), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty());
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TC_LOG_ERROR("maps", "MapSave players: %d, group count: %d", mapSave->GetPlayerCount(), mapSave->GetGroupCount());
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if (groupBind->save)
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TC_LOG_ERROR("maps", "GroupBind save players: %d, group count: %d", groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount());
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@@ -3270,26 +3270,26 @@ void BattlegroundMap::RemoveAllPlayers()
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player->TeleportTo(player->GetBattlegroundEntryPoint());
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}
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Creature* Map::GetCreature(uint64 guid)
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Creature* Map::GetCreature(ObjectGuid guid)
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{
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return ObjectAccessor::GetObjectInMap(guid, this, (Creature*)NULL);
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}
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GameObject* Map::GetGameObject(uint64 guid)
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GameObject* Map::GetGameObject(ObjectGuid guid)
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{
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return ObjectAccessor::GetObjectInMap(guid, this, (GameObject*)NULL);
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}
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Transport* Map::GetTransport(uint64 guid)
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Transport* Map::GetTransport(ObjectGuid guid)
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{
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if (GUID_HIPART(guid) != HIGHGUID_MO_TRANSPORT)
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if (!guid.IsMOTransport())
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return NULL;
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GameObject* go = GetGameObject(guid);
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return go ? go->ToTransport() : NULL;
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}
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DynamicObject* Map::GetDynamicObject(uint64 guid)
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DynamicObject* Map::GetDynamicObject(ObjectGuid guid)
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{
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return ObjectAccessor::GetObjectInMap(guid, this, (DynamicObject*)NULL);
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}
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@@ -3414,15 +3414,15 @@ void Map::DeleteRespawnTimesInDB(uint16 mapId, uint32 instanceId)
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CharacterDatabase.Execute(stmt);
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}
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time_t Map::GetLinkedRespawnTime(uint64 guid) const
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time_t Map::GetLinkedRespawnTime(ObjectGuid guid) const
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{
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uint64 linkedGuid = sObjectMgr->GetLinkedRespawnGuid(guid);
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switch (GUID_HIPART(linkedGuid))
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ObjectGuid linkedGuid = sObjectMgr->GetLinkedRespawnGuid(guid);
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switch (linkedGuid.GetHigh())
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{
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case HIGHGUID_UNIT:
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return GetCreatureRespawnTime(GUID_LOPART(linkedGuid));
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return GetCreatureRespawnTime(linkedGuid.GetCounter());
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case HIGHGUID_GAMEOBJECT:
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return GetGORespawnTime(GUID_LOPART(linkedGuid));
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return GetGORespawnTime(linkedGuid.GetCounter());
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default:
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break;
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}
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