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Core: More Function Renaming.
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@@ -35,7 +35,7 @@ void ObjectGridEvacuator::Visit(CreatureMapType &m)
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// move to respawn point to prevent this case. For player view in respawn grid this will be normal respawn.
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for (CreatureMapType::iterator iter = m.begin(); iter != m.end();)
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{
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Creature* c = iter->getSource();
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Creature* c = iter->GetSource();
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++iter;
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ASSERT(!c->IsPet() && "ObjectGridRespawnMover must not be called for pets");
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@@ -193,7 +193,7 @@ void ObjectGridUnloader::Visit(GridRefManager<T> &m)
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{
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while (!m.isEmpty())
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{
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T *obj = m.getFirst()->getSource();
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T *obj = m.getFirst()->GetSource();
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// if option set then object already saved at this moment
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if (!sWorld->getBoolConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY))
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obj->SaveRespawnTime();
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@@ -212,13 +212,13 @@ void ObjectGridStoper::Visit(CreatureMapType &m)
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// stop any fights at grid de-activation and remove dynobjects created at cast by creatures
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for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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iter->getSource()->RemoveAllDynObjects();
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if (iter->getSource()->IsInCombat())
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iter->GetSource()->RemoveAllDynObjects();
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if (iter->GetSource()->IsInCombat())
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{
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iter->getSource()->CombatStop();
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iter->getSource()->DeleteThreatList();
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if (iter->getSource()->IsAIEnabled)
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iter->getSource()->AI()->EnterEvadeMode();
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iter->GetSource()->CombatStop();
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iter->GetSource()->DeleteThreatList();
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if (iter->GetSource()->IsAIEnabled)
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iter->GetSource()->AI()->EnterEvadeMode();
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}
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}
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}
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@@ -227,7 +227,7 @@ template<class T>
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void ObjectGridCleaner::Visit(GridRefManager<T> &m)
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{
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for (typename GridRefManager<T>::iterator iter = m.begin(); iter != m.end(); ++iter)
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iter->getSource()->CleanupsBeforeDelete();
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iter->GetSource()->CleanupsBeforeDelete();
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}
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template void ObjectGridUnloader::Visit(CreatureMapType &);
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