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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/ObjectAccessor.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/ObjectAccessor.cpp')
-rw-r--r--src/game/ObjectAccessor.cpp2
1 files changed, 0 insertions, 2 deletions
diff --git a/src/game/ObjectAccessor.cpp b/src/game/ObjectAccessor.cpp
index 76fc02a7c02..cd58d564106 100644
--- a/src/game/ObjectAccessor.cpp
+++ b/src/game/ObjectAccessor.cpp
@@ -350,8 +350,6 @@ ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool insignia)
// bones->m_inWorld = m_inWorld; // don't overwrite world state
// bones->m_type = m_type; // don't overwrite type
bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
- bones->SetMapId(corpse->GetMapId());
- bones->SetInstanceId(corpse->GetInstanceId());
bones->SetPhaseMask(corpse->GetPhaseMask(), false);
bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES);