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authorXTZGZoReX <none@none>2010-01-23 22:24:41 +0100
committerXTZGZoReX <none@none>2010-01-23 22:24:41 +0100
commit9f00ca3eb884399479009ae5d5a1224c047d0650 (patch)
tree1ba2681bb2ca1c7e4ad9b4334f1b725d222b44ed /src/game/ScriptedCreature.cpp
parentfe07518bafe3f0a52630ce09ee5742453f2f6801 (diff)
* Remove CellLock class and all cell-level thread locking.
** It was wasting CPU power as cell-level locking is not needed. ** Our multithreading is on map-level, not cell-level. ** CellLock was just a 'proxy' between Cell and CellPair and in some cases carried redundant data. ** Some minor cleanup in Cell::Visit/Map::Visit. --HG-- branch : trunk
Diffstat (limited to 'src/game/ScriptedCreature.cpp')
-rw-r--r--src/game/ScriptedCreature.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/game/ScriptedCreature.cpp b/src/game/ScriptedCreature.cpp
index 204b5b266b1..5868b7e2fe9 100644
--- a/src/game/ScriptedCreature.cpp
+++ b/src/game/ScriptedCreature.cpp
@@ -501,8 +501,7 @@ Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange)
Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(m_creature, pPlayer, check);
TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
- CellLock<GridReadGuard> cell_lock(cell, pair);
- cell_lock->Visit(cell_lock, visitor, *(m_creature->GetMap()));
+ cell.Visit(pair, visitor, *(m_creature->GetMap()));
return pPlayer;
}