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Core/Maps: Improvements to terrain swap handling
* Fixed memory leak when unloading grids * Handle child maps being entered * Allow chaining more child maps (Draenor -> Tanaan Jungle -> Tanaan Jungle - No Hubs Phase)
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@@ -487,16 +487,9 @@ uint32 PhasingHandler::GetTerrainMapId(PhaseShift const& phaseShift, Map const*
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int32 gx = (MAX_NUMBER_OF_GRIDS - 1) - gridCoord.x_coord;
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int32 gy = (MAX_NUMBER_OF_GRIDS - 1) - gridCoord.y_coord;
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int32 gxbegin = std::max(gx - 1, 0);
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int32 gxend = std::min(gx + 1, MAX_NUMBER_OF_GRIDS);
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int32 gybegin = std::max(gy - 1, 0);
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int32 gyend = std::min(gy + 1, MAX_NUMBER_OF_GRIDS);
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for (auto itr = phaseShift.VisibleMapIds.rbegin(); itr != phaseShift.VisibleMapIds.rend(); ++itr)
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for (int32 gxi = gxbegin; gxi < gxend; ++gxi)
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for (int32 gyi = gybegin; gyi < gyend; ++gyi)
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if (map->HasGrid(itr->first, gxi, gyi))
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return itr->first;
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for (std::pair<uint32 const, PhaseShift::VisibleMapIdRef> const& visibleMap : phaseShift.VisibleMapIds)
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if (map->HasChildMapGridFile(visibleMap.first, gx, gy))
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return visibleMap.first;
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return map->GetId();
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}
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