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[10338] Create Map version for GetPlayer/GetUnit fucntions
* This let make map local way access for cases when player/all units expected to be at same map (for scripts cases for example). Ofc, still exist many places where code expect world wide player search. Spell casting for support far target cases, groups/guilds/chat/etc packets * Function Unit::GetUnit depricated and will removed soon. * Function GetCreatureOrPetOrVehicle renamed to less horriable GetAnyTypeCreature name.
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16 changed files with 22391 additions and 22313 deletions
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@ -240,14 +240,16 @@ class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::Obj
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// must called with RemoveFromWorld
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void RemoveFromActive(WorldObject* obj);
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Player* GetPlayer(ObjectGuid guid);
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Creature* GetCreature(ObjectGuid guid);
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Vehicle* GetVehicle(ObjectGuid guid);
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Pet* GetPet(ObjectGuid guid);
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Creature* GetCreatureOrPetOrVehicle(ObjectGuid guid);
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Creature* GetAnyTypeCreature(ObjectGuid guid); // normal creature or pet or vehicle
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GameObject* GetGameObject(ObjectGuid guid);
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DynamicObject* GetDynamicObject(ObjectGuid guid);
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Corpse* GetCorpse(ObjectGuid guid);
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WorldObject* GetWorldObject(ObjectGuid guid);
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Corpse* GetCorpse(ObjectGuid guid); // !!! find corpse can be not in world
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Unit* GetUnit(ObjectGuid guid); // only use if sure that need objects at current map, specially for player case
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WorldObject* GetWorldObject(ObjectGuid guid); // only use if sure that need objects at current map, specially for player case
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TypeUnorderedMapContainer<AllMapStoredObjectTypes>& GetObjectsStore() { return m_objectsStore; }
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