[11159] Remove now redundent GetDBTableGUIDLow support.

Now any creatures/gameobjects loaded base at DB data
in non-instanceable/instanceable maps always have same guid
as in DB data.

* Also remove useless by same reasons MaNGOS::GameObjectWithDbGUIDCheck
This commit is contained in:
VladimirMangos 2011-02-14 06:04:06 +03:00
parent 654dac1e11
commit 04c21c95d3
20 changed files with 150 additions and 176 deletions

View file

@ -46,9 +46,9 @@ alter table creature_movement add `wpguid` int(11) default '0';
//-----------------------------------------------//
void WaypointMovementGenerator<Creature>::LoadPath(Creature &creature)
{
DETAIL_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "LoadPath: loading waypoint path for creature %u, %u", creature.GetGUIDLow(), creature.GetDBTableGUIDLow());
DETAIL_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "LoadPath: loading waypoint path for %s", creature.GetGuidStr().c_str());
i_path = sWaypointMgr.GetPath(creature.GetDBTableGUIDLow());
i_path = sWaypointMgr.GetPath(creature.GetGUIDLow());
// We may LoadPath() for several occasions:
@ -70,7 +70,7 @@ void WaypointMovementGenerator<Creature>::LoadPath(Creature &creature)
if (!i_path)
{
sLog.outErrorDb("WaypointMovementGenerator::LoadPath: creature %s (Entry: %u GUID: %u) doesn't have waypoint path",
creature.GetName(), creature.GetEntry(), creature.GetDBTableGUIDLow());
creature.GetName(), creature.GetEntry(), creature.GetGUIDLow());
return;
}
}
@ -186,7 +186,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
if (i_path->at(i_currentNode).script_id)
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature movement start script %u at point %u for creature %u (entry %u).", i_path->at(i_currentNode).script_id, i_currentNode, creature.GetDBTableGUIDLow(), creature.GetEntry());
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature movement start script %u at point %u for %s.", i_path->at(i_currentNode).script_id, i_currentNode, creature.GetGuidStr().c_str());
creature.GetMap()->ScriptsStart(sCreatureMovementScripts, i_path->at(i_currentNode).script_id, &creature, &creature);
}