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Diffstat (limited to 'src/server/game/Pools/PoolMgr.cpp')
-rw-r--r--src/server/game/Pools/PoolMgr.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/server/game/Pools/PoolMgr.cpp b/src/server/game/Pools/PoolMgr.cpp
index 8f3d4a758f3..1e7826f280b 100644
--- a/src/server/game/Pools/PoolMgr.cpp
+++ b/src/server/game/Pools/PoolMgr.cpp
@@ -184,7 +184,7 @@ PoolObject* PoolGroup<T>::RollOne(ActivePoolData& spawns, uint32 triggerFrom)
// If no guid is passed, the pool is just removed (event end case)
// If guid is filled, cache will be used and no removal will occur, it just fill the cache
template<class T>
-void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, uint32 guid)
+void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, ObjectGuid::LowType guid)
{
for (size_t i=0; i < EqualChanced.size(); ++i)
{
@@ -215,7 +215,7 @@ void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, uint32 guid)
// Method that is actualy doing the removal job on one creature
template<>
-void PoolGroup<Creature>::Despawn1Object(uint32 guid)
+void PoolGroup<Creature>::Despawn1Object(ObjectGuid::LowType guid)
{
if (CreatureData const* data = sObjectMgr->GetCreatureData(guid))
{
@@ -237,7 +237,7 @@ void PoolGroup<Creature>::Despawn1Object(uint32 guid)
// Same on one gameobject
template<>
-void PoolGroup<GameObject>::Despawn1Object(uint32 guid)
+void PoolGroup<GameObject>::Despawn1Object(ObjectGuid::LowType guid)
{
if (GameObjectData const* data = sObjectMgr->GetGOData(guid))
{
@@ -621,7 +621,7 @@ void PoolMgr::LoadFromDB()
{
Field* fields = result->Fetch();
- uint32 guid = fields[0].GetUInt32();
+ ObjectGuid::LowType guid = fields[0].GetUInt32();
uint32 pool_id = fields[1].GetUInt32();
float chance = fields[2].GetFloat();
@@ -677,7 +677,7 @@ void PoolMgr::LoadFromDB()
{
Field* fields = result->Fetch();
- uint32 guid = fields[0].GetUInt32();
+ ObjectGuid::LowType guid = fields[0].GetUInt32();
uint32 pool_id = fields[1].GetUInt32();
float chance = fields[2].GetFloat();