[9580] Add ObjectGuid const& Object::GetObjectGuid() and restore build.

This commit is contained in:
VladimirMangos 2010-03-13 17:10:10 +03:00
parent 2bf75e7a10
commit ab7840a591
16 changed files with 32 additions and 32 deletions

View file

@ -183,9 +183,9 @@ void SpellCastTargets::setCorpseTarget(Corpse* corpse)
void SpellCastTargets::Update(Unit* caster)
{
m_GOTarget = !m_GOTargetGUID.IsEmpty() ? caster->GetMap()->GetGameObject(m_GOTargetGUID.GetRawValue()) : NULL;
m_GOTarget = !m_GOTargetGUID.IsEmpty() ? caster->GetMap()->GetGameObject(m_GOTargetGUID) : NULL;
m_unitTarget = !m_unitTargetGUID.IsEmpty() ?
( m_unitTargetGUID.GetRawValue() == caster->GetGUID() ? caster : ObjectAccessor::GetUnit(*caster, m_unitTargetGUID.GetRawValue()) ) :
( m_unitTargetGUID == caster->GetObjectGuid() ? caster : ObjectAccessor::GetUnit(*caster, m_unitTargetGUID) ) :
NULL;
m_itemTarget = NULL;
@ -3636,7 +3636,7 @@ void Spell::TakeCastItem()
{
// This code is to avoid a crash
// I'm not sure, if this is really an error, but I guess every item needs a prototype
sLog.outError("Cast item has no item prototype highId=%d, lowId=%d",m_CastItem->GetGUIDHigh(), m_CastItem->GetGUIDLow());
sLog.outError("Cast item (%s) has no item prototype", m_CastItem->GetObjectGuid().GetString().c_str());
return;
}