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[8182] Store and use Map* pointer in WorldObject instead map ids for speedup
Also some code logic cleanups. Changes let make more cleanups in base map access and other places, but this chnages not inlcuded in patch. Signed-off-by: VladimirMangos <vladimir@getmangos.com>
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fcb34b3928
commit
58209ee79a
25 changed files with 180 additions and 193 deletions
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@ -72,12 +72,15 @@ bool Corpse::Create( uint32 guidlow )
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bool Corpse::Create( uint32 guidlow, Player *owner)
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{
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SetInstanceId(owner->GetInstanceId());
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WorldObject::_Create(guidlow, HIGHGUID_CORPSE, owner->GetMapId(), owner->GetPhaseMask());
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ASSERT(owner);
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WorldObject::_Create(guidlow, HIGHGUID_CORPSE, owner->GetPhaseMask());
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Relocate(owner->GetPositionX(), owner->GetPositionY(), owner->GetPositionZ(), owner->GetOrientation());
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//we need to assign owner's map for corpse
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//in other way we will get a crash in Corpse::SaveToDB()
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SetMap(owner->GetMap());
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if(!IsPositionValid())
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{
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sLog.outError("Corpse (guidlow %d, owner %s) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
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@ -207,8 +210,8 @@ bool Corpse::LoadFromDB(uint32 guid, Field *fields)
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SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_CORPSE));
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// place
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SetInstanceId(instanceid);
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SetMapId(mapid);
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SetLocationInstanceId(instanceid);
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SetLocationMapId(mapid);
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SetPhaseMask(phaseMask, false);
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Relocate(positionX, positionY, positionZ, ort);
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