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authormegamage <none@none.none>2011-10-18 10:53:34 -0400
committermegamage <none@none.none>2011-10-18 10:53:34 -0400
commitc29ff410015be2ef8c8c55ba3015940962ff56c3 (patch)
treed2b5b36bbf32bbb695ef0f1456a461294609fd06 /src/server/game/Entities/GameObject
parente3f8588a227cbf9108f396131a199d75868bf539 (diff)
Rename some classes in grid system.
Note: The naming of classes is still confusing. "cell" usually refers to class "Grid", and "grid" usually refers to class "NGrid". But it requires a lot of changes to clean this up.
Diffstat (limited to 'src/server/game/Entities/GameObject')
-rwxr-xr-xsrc/server/game/Entities/GameObject/GameObject.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index c58cf9d59e0..c00ceacaf65 100755
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -931,7 +931,7 @@ void GameObject::TriggeringLinkedGameObject(uint32 trapEntry, Unit* target)
GameObject* trapGO = NULL;
{
// using original GO distance
- CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
+ CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
@@ -951,7 +951,7 @@ GameObject* GameObject::LookupFishingHoleAround(float range)
{
GameObject* ok = NULL;
- CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
+ CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
Trinity::NearestGameObjectFishingHole u_check(*this, range);