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authorShauren <shauren.trinity@gmail.com>2015-02-25 00:13:14 +0100
committerShauren <shauren.trinity@gmail.com>2015-04-28 21:19:46 +0200
commitca83e14f8b141fab0a13e08f48fca6c1ace0c4c7 (patch)
tree68487de0cd291b6aba9131a4eade228433f05d99 /src/server/game/Groups/Group.cpp
parent455ef1a64af14ee249e270b451f67f552ba3605a (diff)
Core/Entities: Reworked guid scopes
* Added ObjectGuid traits to easily access whether guid type can be generated globally (ObjectMgr) or not * This adds separate (per map) guid sequences depending on object type * Ported map object container from cmangos/mangos-wotlk@a2d396eb0bb195efc460944dd4e0fab2a858b300 * Added type container visitor for TypeUnorderedMapContainer * Implemented helper function to erase unique pairs from multimap containers * Moved object storage of all objects except players and transports to map level * Added containers linking database spawn id with creature/gameobject in world * Renamed DBTableGuid to spawnId * Added a separate spawn id sequence generator for creatures and gameobjects - this will be used in db tables * Moved building SMSG_UPDATE_OBJECT - updatefields changes broadcast to map update
Diffstat (limited to 'src/server/game/Groups/Group.cpp')
-rw-r--r--src/server/game/Groups/Group.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Groups/Group.cpp b/src/server/game/Groups/Group.cpp
index d7d08508230..c73aeb3a719 100644
--- a/src/server/game/Groups/Group.cpp
+++ b/src/server/game/Groups/Group.cpp
@@ -960,7 +960,7 @@ void Group::GroupLoot(Loot* loot, WorldObject* pLootedObject)
//roll for over-threshold item if it's one-player loot
if (item->GetQuality() >= uint32(m_lootThreshold))
{
- ObjectGuid newitemGUID = ObjectGuid::Create<HighGuid::Item>(sObjectMgr->GetGenerator<HighGuid::Item>()->Generate());
+ ObjectGuid newitemGUID = ObjectGuid::Create<HighGuid::Item>(sObjectMgr->GetGenerator<HighGuid::Item>().Generate());
Roll* r = new Roll(newitemGUID, *i);
//a vector is filled with only near party members
@@ -1044,7 +1044,7 @@ void Group::GroupLoot(Loot* loot, WorldObject* pLootedObject)
continue;
}
- ObjectGuid newitemGUID = ObjectGuid::Create<HighGuid::Item>(sObjectMgr->GetGenerator<HighGuid::Item>()->Generate());
+ ObjectGuid newitemGUID = ObjectGuid::Create<HighGuid::Item>(sObjectMgr->GetGenerator<HighGuid::Item>().Generate());
Roll* r = new Roll(newitemGUID, *i);
//a vector is filled with only near party members
@@ -1105,7 +1105,7 @@ void Group::NeedBeforeGreed(Loot* loot, WorldObject* lootedObject)
//roll for over-threshold item if it's one-player loot
if (item->GetQuality() >= uint32(m_lootThreshold))
{
- ObjectGuid newitemGUID = ObjectGuid::Create<HighGuid::Item>(sObjectMgr->GetGenerator<HighGuid::Item>()->Generate());
+ ObjectGuid newitemGUID = ObjectGuid::Create<HighGuid::Item>(sObjectMgr->GetGenerator<HighGuid::Item>().Generate());
Roll* r = new Roll(newitemGUID, *i);
for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next())
@@ -1180,7 +1180,7 @@ void Group::NeedBeforeGreed(Loot* loot, WorldObject* lootedObject)
continue;
item = sObjectMgr->GetItemTemplate(i->itemid);
- ObjectGuid newitemGUID = ObjectGuid::Create<HighGuid::Item>(sObjectMgr->GetGenerator<HighGuid::Item>()->Generate());
+ ObjectGuid newitemGUID = ObjectGuid::Create<HighGuid::Item>(sObjectMgr->GetGenerator<HighGuid::Item>().Generate());
Roll* r = new Roll(newitemGUID, *i);
for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next())