[svn] Finally really fixed compile. Also, removed Unit::GetObjectInWorld(), use Map::GetCreatureInMap() and Map::GetGameObjectInMap() instead. This is to prevent creature-creature interaction on different maps, which would make the later multithreading of maps impossible.

--HG--
branch : trunk
This commit is contained in:
w12x
2008-10-19 11:07:10 -05:00
parent e78b34c63f
commit bc05228d9f
4 changed files with 16 additions and 7 deletions

View File

@@ -9396,12 +9396,6 @@ Unit* Unit::GetUnit(WorldObject& object, uint64 guid)
return ObjectAccessor::GetUnit(object,guid);
}
template<class T> T*
Unit::GetObjectInWorld(uint64 guid, T* /*fake*/)
{
return ObjectAccessor::GetObjectInWorld(uint64 guid, T* /*fake*/);
}
bool Unit::isVisibleForInState( Player const* u, bool inVisibleList ) const
{
return isVisibleForOrDetect(u,false,inVisibleList);