Core/Game: Include cleanup part 5

* ObjectMgr.h
* Player.h
* Unit.h
* G3D should no longer propagate everywhere from Spline/MotionMaster
This commit is contained in:
Shauren
2017-06-04 01:00:45 +02:00
parent ec72a59b08
commit b453e12423
442 changed files with 3521 additions and 2850 deletions

View File

@@ -18,10 +18,14 @@
#include "WorldSession.h"
#include "Common.h"
#include "Corpse.h"
#include "DatabaseEnv.h"
#include "DB2Stores.h"
#include "Item.h"
#include "Log.h"
#include "MapManager.h"
#include "NPCHandler.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "QueryPackets.h"
@@ -108,7 +112,7 @@ void WorldSession::HandleCreatureQuery(WorldPackets::Query::QueryCreature& packe
//stats.TitleAlt = ;
stats.CursorName = creatureInfo->IconName;
if (CreatureQuestItemList const* items = sObjectMgr->GetCreatureQuestItemList(packet.CreatureID))
if (std::vector<uint32> const* items = sObjectMgr->GetCreatureQuestItemList(packet.CreatureID))
for (uint32 item : *items)
stats.QuestItems.push_back(item);
@@ -156,7 +160,7 @@ void WorldSession::HandleGameObjectQueryOpcode(WorldPackets::Query::QueryGameObj
stats.Size = gameObjectInfo->size;
if (GameObjectQuestItemList const* items = sObjectMgr->GetGameObjectQuestItemList(packet.GameObjectID))
if (std::vector<uint32> const* items = sObjectMgr->GetGameObjectQuestItemList(packet.GameObjectID))
for (int32 item : *items)
stats.QuestItems.push_back(item);