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authorRat <none@none>2009-12-20 15:20:04 +0100
committerRat <none@none>2009-12-20 15:20:04 +0100
commit6fe36efe0f2a05421965ad57c69b2f950a2cdb72 (patch)
treed8377347f5ae67a042d37b52b4eabf2bd4aa32bf /src/game/GameObject.cpp
parentbaa264e6150700e54a9ba6995d16a6d5af2c0dee (diff)
*apply trinity style to whole source
*comment out all mangos to trinity defines *this will make merging a little harder, but code will be more clear --HG-- branch : trunk
Diffstat (limited to 'src/game/GameObject.cpp')
-rw-r--r--src/game/GameObject.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp
index 5110d2e23d9..e3794de8a8e 100644
--- a/src/game/GameObject.cpp
+++ b/src/game/GameObject.cpp
@@ -358,8 +358,8 @@ void GameObject::Update(uint32 /*p_time*/)
// environmental damage spells already have around enemies targeting but this not help in case not existed GO casting support
// affect only players
Player* player = NULL;
- MaNGOS::AnyPlayerInObjectRangeCheck checker(this, radius);
- MaNGOS::PlayerSearcher<MaNGOS::AnyPlayerInObjectRangeCheck> searcher(this, player, checker);
+ Trinity::AnyPlayerInObjectRangeCheck checker(this, radius);
+ Trinity::PlayerSearcher<Trinity::AnyPlayerInObjectRangeCheck> searcher(this, player, checker);
VisitNearbyWorldObject(radius, searcher);
ok = player;
}
@@ -867,8 +867,8 @@ void GameObject::TriggeringLinkedGameObject(uint32 trapEntry, Unit* target)
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
- MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*target,trapEntry,range);
- MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> checker(this, trapGO,go_check);
+ Trinity::NearestGameObjectEntryInObjectRangeCheck go_check(*target,trapEntry,range);
+ Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> checker(this, trapGO,go_check);
TypeContainerVisitor<Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck>, GridTypeMapContainer > object_checker(checker);
CellLock<GridReadGuard> cell_lock(cell, p);
@@ -888,8 +888,8 @@ GameObject* GameObject::LookupFishingHoleAround(float range)
CellPair p(Trinity::ComputeCellPair(GetPositionX(),GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
- MaNGOS::NearestGameObjectFishingHole u_check(*this, range);
- MaNGOS::GameObjectSearcher<MaNGOS::NearestGameObjectFishingHole> checker(this, ok, u_check);
+ Trinity::NearestGameObjectFishingHole u_check(*this, range);
+ Trinity::GameObjectSearcher<Trinity::NearestGameObjectFishingHole> checker(this, ok, u_check);
CellLock<GridReadGuard> cell_lock(cell, p);