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Core/Vehicles: Remove unused field
(cherry picked from commit 203f175ec9)
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@@ -34,7 +34,7 @@
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#include <sstream>
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Vehicle::Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry) :
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UsableSeatNum(0), _me(unit), _vehicleInfo(vehInfo), _creatureEntry(creatureEntry), _status(STATUS_NONE), _lastShootPos()
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UsableSeatNum(0), _me(unit), _vehicleInfo(vehInfo), _creatureEntry(creatureEntry), _status(STATUS_NONE)
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{
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for (int8 i = 0; i < MAX_VEHICLE_SEATS; ++i)
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{
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@@ -67,9 +67,6 @@ class TC_GAME_API Vehicle : public TransportBase
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bool IsVehicleInUse() const;
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bool IsControllableVehicle() const;
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void SetLastShootPos(Position const& pos) { _lastShootPos.Relocate(pos); }
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Position const& GetLastShootPos() const { return _lastShootPos; }
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SeatMap::iterator GetSeatIteratorForPassenger(Unit* passenger);
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SeatMap Seats; ///< The collection of all seats on the vehicle. Including vacant ones.
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@@ -123,7 +120,6 @@ class TC_GAME_API Vehicle : public TransportBase
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uint32 _creatureEntry; ///< Can be different than the entry of _me in case of players
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Status _status; ///< Internal variable for sanity checks
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Position _lastShootPos;
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typedef std::list<VehicleJoinEvent*> PendingJoinEventContainer;
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PendingJoinEventContainer _pendingJoinEvents; ///< Collection of delayed join events for prospective passengers
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