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authormegamage <none@none>2009-07-16 11:49:00 +0800
committermegamage <none@none>2009-07-16 11:49:00 +0800
commit208087ff6ee592150b1ed387bbc135566a02a359 (patch)
tree42b3b460ce2276259e2673bc8b254e0812af1fbb /src/game/DynamicObject.cpp
parent762528c5dd7908de47f2c2a7dcc5e7c95eb79744 (diff)
[8182] Store and use Map* pointer in WorldObject instead map ids for speedup Author: Ambal
Also some code logic cleanups. Changes let make more cleanups in base map access and other places, but this chnages not inlcuded in patch. *This patch may cause crash. --HG-- branch : trunk
Diffstat (limited to 'src/game/DynamicObject.cpp')
-rw-r--r--src/game/DynamicObject.cpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/src/game/DynamicObject.cpp b/src/game/DynamicObject.cpp
index dc2b05e8d6a..c910e343bd7 100644
--- a/src/game/DynamicObject.cpp
+++ b/src/game/DynamicObject.cpp
@@ -72,9 +72,8 @@ void DynamicObject::RemoveFromWorld()
bool DynamicObject::Create( uint32 guidlow, Unit *caster, uint32 spellId, uint32 effIndex, float x, float y, float z, int32 duration, float radius )
{
- SetInstanceId(caster->GetInstanceId());
-
- WorldObject::_Create(guidlow, HIGHGUID_DYNAMICOBJECT, caster->GetMapId(), caster->GetPhaseMask());
+ WorldObject::_Create(guidlow, HIGHGUID_DYNAMICOBJECT, caster->GetPhaseMask());
+ SetMap(caster->GetMap());
Relocate(x, y, z, 0);
if(!IsPositionValid())