diff options
| -rw-r--r-- | src/server/game/Maps/Map.cpp | 11 | ||||
| -rw-r--r-- | src/server/game/Maps/Map.h | 3 |
2 files changed, 14 insertions, 0 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp index 595dbcb529..84e99e0571 100644 --- a/src/server/game/Maps/Map.cpp +++ b/src/server/game/Maps/Map.cpp @@ -3757,6 +3757,17 @@ void Map::SetZoneOverrideLight(uint32 zoneId, uint32 lightId, Milliseconds fadeI } } +void Map::DoForAllPlayers(std::function<void(Player*)> exec) +{ + for (auto const& it : GetPlayers()) + { + if (Player* player = it.GetSource()) + { + exec(player); + } + } +} + /** * @brief Check if a given source can reach a specific point following a path * and normalize the coords. Use this method for long paths, otherwise use the diff --git a/src/server/game/Maps/Map.h b/src/server/game/Maps/Map.h index f19e540eb0..bb3618138a 100644 --- a/src/server/game/Maps/Map.h +++ b/src/server/game/Maps/Map.h @@ -606,6 +606,9 @@ public: void UpdateEncounterState(EncounterCreditType type, uint32 creditEntry, Unit* source); void LogEncounterFinished(EncounterCreditType type, uint32 creditEntry); + // Do whatever you want to all the players in map [including GameMasters], i.e.: param exec = [&](Player* p) { p->Whatever(); } + void DoForAllPlayers(std::function<void(Player*)> exec); + GridMap* GetGrid(float x, float y); void EnsureGridCreated(const GridCoord&); [[nodiscard]] bool AllTransportsEmpty() const; // pussywizard |
