From c29ff410015be2ef8c8c55ba3015940962ff56c3 Mon Sep 17 00:00:00 2001 From: megamage Date: Tue, 18 Oct 2011 10:53:34 -0400 Subject: 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. --- src/server/game/Entities/GameObject/GameObject.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/server/game/Entities/GameObject') 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); -- cgit v1.2.3