Map local guids 6.x -> 3.3.35:

Implemented:
  ca83e14f8b
  ee1c1b97be
  18e4ab6911
  bf37446b3c
  cb854a2b7b

* This adds separate (per map) guid sequences depending on object type
* Ported map object container from cmangos/mangos-wotlk@a2d396e
* Added type container visitor for TypeUnorderedMapContainer
* Implemented helper function to erase unique pairs from multimap containers
* Moved object storage of all objects except players and transports to map level
* Added containers linking database spawn id with creature/gameobject in world
* Renamed DBTableGuid to spawnId
* Added a separate spawn id sequence generator for creatures and gameobjects - this will be used in db tables
* Moved building SMSG_UPDATE_OBJECT - updatefields changes broadcast to map update
* Added new function to return but not increment guid
* Adjusted .debug loadcells to show low guid in map before/after load
* Added debug messages for creature spawn/destroy, for map guid debugging
* Store all Gameobjects and Creatures added to OutdoorPvP, so the callback script can be removed when OutdoorPvP instance is destroyed.
This commit is contained in:
pete318
2015-07-25 16:34:19 +00:00
committed by r00ty
parent 0427870585
commit dcb7082277
158 changed files with 2264 additions and 2051 deletions

View File

@@ -139,7 +139,7 @@ void LoadHelper(CellCorpseSet const& cell_corpses, CellCoord &cell, CorpseMapTyp
if (itr->second != map->GetInstanceId())
continue;
ObjectGuid player_guid(HIGHGUID_PLAYER, itr->first);
ObjectGuid player_guid(HighGuid::Player, itr->first);
Corpse* obj = sObjectAccessor->GetCorpseForPlayerGUID(player_guid);
if (!obj)