diff options
author | megamage <none@none> | 2009-04-20 20:28:19 -0500 |
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committer | megamage <none@none> | 2009-04-20 20:28:19 -0500 |
commit | fc7e1db9fba443d523f0af7e0e32a37bad0163d3 (patch) | |
tree | 1ca0cb3689dc076782b8f84589dfd1fbe78fe9ac /src/game/Unit.cpp | |
parent | b4046ddf884871ec6d99df27c9f62370aa54036c (diff) |
[7690] Move GetCreature/GetGameobject to class Map. Author: VladimirMangos
* This let get objects at map without reference to player or another object.
* Simplify future implementation for per-map storage for like objects
--HG--
branch : trunk
Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r-- | src/game/Unit.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index a29d19cb0c4..9150f312e22 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -4252,7 +4252,7 @@ void Unit::RemoveDynObject(uint32 spellid) return; for (DynObjectGUIDs::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();) { - DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this, *i); + DynamicObject* dynObj = GetMap()->GetDynamicObject(*i); if(!dynObj) // may happen if a dynobj is removed when grid unload { i = m_dynObjGUIDs.erase(i); @@ -4271,7 +4271,7 @@ void Unit::RemoveAllDynObjects() { while(!m_dynObjGUIDs.empty()) { - DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this,*m_dynObjGUIDs.begin()); + DynamicObject* dynObj = GetMap()->GetDynamicObject(*m_dynObjGUIDs.begin()); if(dynObj) dynObj->Delete(); m_dynObjGUIDs.erase(m_dynObjGUIDs.begin()); @@ -4282,7 +4282,7 @@ DynamicObject * Unit::GetDynObject(uint32 spellId, uint32 effIndex) { for (DynObjectGUIDs::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();) { - DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this, *i); + DynamicObject* dynObj = GetMap()->GetDynamicObject(*i); if(!dynObj) { i = m_dynObjGUIDs.erase(i); @@ -4300,7 +4300,7 @@ DynamicObject * Unit::GetDynObject(uint32 spellId) { for (DynObjectGUIDs::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();) { - DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this, *i); + DynamicObject* dynObj = GetMap()->GetDynamicObject(*i); if(!dynObj) { i = m_dynObjGUIDs.erase(i); @@ -7875,7 +7875,7 @@ bool Unit::isAttackingPlayer() const for(int8 i = 0; i < MAX_SUMMON_SLOT; ++i) if(m_SummonSlot[i]) - if(Creature *summon = ObjectAccessor::GetCreature(*this, m_SummonSlot[i])) + if(Creature *summon = GetMap()->GetCreature(m_SummonSlot[i])) if(summon->isAttackingPlayer()) return true; @@ -8314,7 +8314,7 @@ void Unit::UnsummonAllTotems() if(!m_SummonSlot[i]) continue; - Creature *OldTotem = ObjectAccessor::GetCreature(*this, m_SummonSlot[i]); + Creature *OldTotem = GetMap()->GetCreature(m_SummonSlot[i]); if(OldTotem && OldTotem->isSummon()) ((TempSummon*)OldTotem)->UnSummon(); } @@ -10726,7 +10726,7 @@ Player* Unit::GetPlayer(uint64 guid) Creature* Unit::GetCreature(WorldObject& object, uint64 guid) { - return ObjectAccessor::GetCreature(object, guid); + return object.GetMap()->GetCreature(guid); } bool Unit::isVisibleForInState( Player const* u, bool inVisibleList ) const @@ -13406,7 +13406,7 @@ void Unit::SetPhaseMask(uint32 newPhaseMask, bool update) for(int8 i = 0; i < MAX_SUMMON_SLOT; ++i) if(m_SummonSlot[i]) - if(Creature *summon = ObjectAccessor::GetCreature(*this, m_SummonSlot[i])) + if(Creature *summon = GetMap()->GetCreature(m_SummonSlot[i])) summon->SetPhaseMask(newPhaseMask,true); } |