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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/MapManager.h
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/MapManager.h')
-rw-r--r--src/game/MapManager.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/MapManager.h b/src/game/MapManager.h
index b07a26ed0f0..a9ce5d73998 100644
--- a/src/game/MapManager.h
+++ b/src/game/MapManager.h
@@ -39,7 +39,7 @@ class MANGOS_DLL_DECL MapManager : public MaNGOS::Singleton<MapManager, MaNGOS::
public:
- Map* GetMap(uint32, const WorldObject* obj);
+ Map* CreateMap(uint32, const WorldObject* obj);
Map const* CreateBaseMap(uint32 id) const { return const_cast<MapManager*>(this)->_createBaseMap(id); }
Map* FindMap(uint32 mapid, uint32 instanceId = 0) const;