Core/Dungeon Finder: Some optimizations.

- Store teleport coordinates to avoid recalculations each time someone has to be teleported
- Correct teleport error msg when player is charming or using vehicle
- Internal changes in storage types
- Proper code for missing achievement lock type
- Better debug msgs
- Trying to get rid of "Player*" and "Group*" inside LFGMgr as much as possible (Step 1)
This commit is contained in:
Spp
2012-10-17 14:19:59 +02:00
parent ca276292dc
commit d0334bf948
23 changed files with 940 additions and 714 deletions

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@@ -232,7 +232,7 @@ public:
{
npc_verdisa_beglaristrasz_eternosAI(Creature* creature) : ScriptedAI(creature) { }
void MovementInform(uint32 type, uint32 id)
void MovementInform(uint32 /*type*/, uint32 id)
{
// When Belgaristraz finish his moving say grateful text
if (me->GetEntry() == NPC_BELGARISTRASZ)

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@@ -1581,12 +1581,12 @@ class spell_gen_luck_of_the_draw : public SpellScriptLoader
}
LFGDungeonEntry const* randomDungeon = sLFGDungeonStore.LookupEntry(*itr);
LFGDungeonEntry const* randomDungeon = sLFGMgr->GetLFGDungeon(*itr);
if (Group* group = owner->GetGroup())
if (Map const* map = owner->GetMap())
if (group->isLFGGroup())
if (uint32 dungeonId = sLFGMgr->GetDungeon(group->GetGUID(), true))
if (LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(dungeonId))
if (LFGDungeonEntry const* dungeon = sLFGMgr->GetLFGDungeon(dungeonId))
if (uint32(dungeon->map) == map->GetId() && dungeon->difficulty == uint32(map->GetDifficulty()))
if (randomDungeon && randomDungeon->type == LFG_TYPE_RANDOM)
return; // in correct dungeon

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@@ -2115,7 +2115,7 @@ class npc_shadowfiend : public CreatureScript
{
npc_shadowfiendAI(Creature* creature) : PetAI(creature) {}
void JustDied(Unit* killer)
void JustDied(Unit* /*killer*/)
{
if (me->isSummon())
if (Unit* owner = me->ToTempSummon()->GetSummoner())