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authorw12x <none@none>2008-10-19 11:07:10 -0500
committerw12x <none@none>2008-10-19 11:07:10 -0500
commitbc05228d9f788d0ca67dfdaba30e8e4a4c6ee61f (patch)
treed861874f6d05aee8c0290e3b2d26b48e28c2d4a7 /src/game/Unit.cpp
parente78b34c63fccc5ba7e5fb7fc057d48c63876b8be (diff)
[svn] Finally really fixed compile. Also, removed Unit::GetObjectInWorld(), use Map::GetCreatureInMap() and Map::GetGameObjectInMap() instead. This is to prevent creature-creature interaction on different maps, which would make the later multithreading of maps impossible.
--HG-- branch : trunk
Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r--src/game/Unit.cpp6
1 files changed, 0 insertions, 6 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 08a2ac93c92..bcac14b77aa 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -9396,12 +9396,6 @@ Unit* Unit::GetUnit(WorldObject& object, uint64 guid)
return ObjectAccessor::GetUnit(object,guid);
}
-template<class T> T*
-Unit::GetObjectInWorld(uint64 guid, T* /*fake*/)
-{
- return ObjectAccessor::GetObjectInWorld(uint64 guid, T* /*fake*/);
-}
-
bool Unit::isVisibleForInState( Player const* u, bool inVisibleList ) const
{
return isVisibleForOrDetect(u,false,inVisibleList);