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authormegamage <none@none>2009-03-11 16:17:37 -0600
committermegamage <none@none>2009-03-11 16:17:37 -0600
commit6e29ab4fbbb6b0fb0270d73120871ff5336d784f (patch)
tree7a3620ea5f9986f2cd3e0a262e7c7c808119cbf3 /src/game/Object.cpp
parent5286f2351f20b449921140d088b6eae6ef62a242 (diff)
[7440] Use server-side only zone info. Optimize related calles in case zone and subzone use. Author: VladimirMangos
This in some cases make some zones not explorable if it not have server side data in current maps but not allow cheating with zone set from client. --HG-- branch : trunk
Diffstat (limited to 'src/game/Object.cpp')
-rw-r--r--src/game/Object.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/game/Object.cpp b/src/game/Object.cpp
index 9fdca51777a..4ff05307403 100644
--- a/src/game/Object.cpp
+++ b/src/game/Object.cpp
@@ -1161,6 +1161,11 @@ uint32 WorldObject::GetAreaId() const
return MapManager::Instance().GetBaseMap(m_mapId)->GetAreaId(m_positionX,m_positionY,m_positionZ);
}
+void WorldObject::GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const
+{
+ MapManager::Instance().GetBaseMap(m_mapId)->GetZoneAndAreaId(zoneid,areaid,m_positionX,m_positionY,m_positionZ);
+}
+
InstanceData* WorldObject::GetInstanceData()
{
Map *map = GetMap();