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authorShauren <shauren.trinity@gmail.com>2013-02-24 08:12:18 -0800
committerShauren <shauren.trinity@gmail.com>2013-02-24 08:12:18 -0800
commite3e09b93e2ad7c4d6cb821c52fe6a59d0bb339bb (patch)
tree1454385a43d0eb02e97b29ae70478b828c05c25a /src/server/game/Maps/Map.h
parent06257d10348ba62ff0cb098e3cbe74aa948a261c (diff)
parentba549ddc30fd09f7591f0619a59cee1cd9e20574 (diff)
Merge pull request #9280 from horn/summons
Core/Summons: Implement summon groups system to be able to summon multiple NPCs at once without need of hardcoding the positions. Almost all hardcoded positions can now be moved to DB.
Diffstat (limited to 'src/server/game/Maps/Map.h')
-rw-r--r--src/server/game/Maps/Map.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/server/game/Maps/Map.h b/src/server/game/Maps/Map.h
index 6bf7edf3a2f..cc47f053827 100644
--- a/src/server/game/Maps/Map.h
+++ b/src/server/game/Maps/Map.h
@@ -435,6 +435,7 @@ class Map : public GridRefManager<NGridType>
void UpdateIteratorBack(Player* player);
TempSummon* SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties = NULL, uint32 duration = 0, Unit* summoner = NULL, uint32 spellId = 0, uint32 vehId = 0);
+ void SummonCreatureGroup(uint8 group, std::list<TempSummon*>& list);
Creature* GetCreature(uint64 guid);
GameObject* GetGameObject(uint64 guid);
DynamicObject* GetDynamicObject(uint64 guid);