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[12632] Revert previous commit (see Notes)
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1462 changed files with 9689 additions and 7080 deletions
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@ -1,5 +1,5 @@
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/*
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* This file is part of the CMaNGOS Project. See AUTHORS file for Copyright information
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* This code is part of MaNGOS. Contributor & Copyright details are in AUTHORS/THANKS.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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@ -1689,7 +1689,7 @@ void Map::ScriptsProcess()
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}
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}
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/**
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/*
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* Function return player that in world at CURRENT map
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*
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* Note: This is function preferred if you sure that need player only placed at specific map
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@ -1703,7 +1703,7 @@ Player* Map::GetPlayer(ObjectGuid guid)
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return plr && plr->GetMap() == this ? plr : NULL;
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}
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/**
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/*
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* Function return creature (non-pet and then most summoned by spell creatures) that in world at CURRENT map
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*
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* @param guid must be creature or vehicle guid (HIGHGUID_UNIT HIGHGUID_VEHICLE)
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@ -1713,7 +1713,7 @@ Creature* Map::GetCreature(ObjectGuid guid)
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return m_objectsStore.find<Creature>(guid, (Creature*)NULL);
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}
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/**
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/*
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* Function return pet that in world at CURRENT map
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*
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* @param guid must be pet guid (HIGHGUID_PET)
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@ -1723,7 +1723,7 @@ Pet* Map::GetPet(ObjectGuid guid)
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return m_objectsStore.find<Pet>(guid, (Pet*)NULL);
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}
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/**
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/*
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* Function return corpse that at CURRENT map
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*
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* Note: corpse can be NOT IN WORLD, so can't be used corpse->GetMap() without pre-check corpse->isInWorld()
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@ -1736,7 +1736,7 @@ Corpse* Map::GetCorpse(ObjectGuid guid)
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return ret && ret->GetInstanceId() == GetInstanceId() ? ret : NULL;
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}
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/**
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/*
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* Function return non-player unit object that in world at CURRENT map, so creature, or pet, or vehicle
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*
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* @param guid must be non-player unit guid (HIGHGUID_PET HIGHGUID_UNIT HIGHGUID_VEHICLE)
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@ -1754,7 +1754,7 @@ Creature* Map::GetAnyTypeCreature(ObjectGuid guid)
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return NULL;
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}
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/**
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/*
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* Function return gameobject that in world at CURRENT map
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*
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* @param guid must be gameobject guid (HIGHGUID_GAMEOBJECT)
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@ -1764,7 +1764,7 @@ GameObject* Map::GetGameObject(ObjectGuid guid)
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return m_objectsStore.find<GameObject>(guid, (GameObject*)NULL);
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}
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/**
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/*
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* Function return dynamic object that in world at CURRENT map
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*
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* @param guid must be dynamic object guid (HIGHGUID_DYNAMICOBJECT)
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@ -1774,7 +1774,7 @@ DynamicObject* Map::GetDynamicObject(ObjectGuid guid)
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return m_objectsStore.find<DynamicObject>(guid, (DynamicObject*)NULL);
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}
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/**
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/*
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* Function return unit in world at CURRENT map
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*
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* Note: in case player guid not always expected need player at current map only.
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@ -1790,7 +1790,7 @@ Unit* Map::GetUnit(ObjectGuid guid)
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return GetAnyTypeCreature(guid);
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}
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/**
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/*
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* Function return world object in world at CURRENT map, so any except transports
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*/
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WorldObject* Map::GetWorldObject(ObjectGuid guid)
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@ -1858,7 +1858,7 @@ uint32 Map::GenerateLocalLowGuid(HighGuid guidhigh)
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}
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}
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/**
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/*
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* Helper structure for building static chat information
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*
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*/
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@ -1890,7 +1890,7 @@ class StaticMonsterChatBuilder
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Unit* i_target;
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};
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/**
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/*
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* Function simulates yell of creature
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*
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* @param guid must be creature guid of whom to Simulate the yell, non-creature guids not supported at this moment
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@ -1918,7 +1918,7 @@ void Map::MonsterYellToMap(ObjectGuid guid, int32 textId, uint32 language, Unit*
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}
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}
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/**
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/*
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* Function simulates yell of creature
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*
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* @param cinfo must be entry of Creature of whom to Simulate the yell
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@ -1938,7 +1938,7 @@ void Map::MonsterYellToMap(CreatureInfo const* cinfo, int32 textId, uint32 langu
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say_do(itr->getSource());
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}
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/**
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/*
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* Function to play sound to all players in map
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*
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* @param soundId Played Sound
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@ -1956,7 +1956,7 @@ void Map::PlayDirectSoundToMap(uint32 soundId, uint32 zoneId /*=0*/)
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itr->getSource()->SendDirectMessage(&data);
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}
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/**
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/*
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* Function to check if a point is in line of sight from an other point
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*/
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bool Map::IsInLineOfSight(float srcX, float srcY, float srcZ, float destX, float destY, float destZ, uint32 phasemask) const
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@ -1965,7 +1965,7 @@ bool Map::IsInLineOfSight(float srcX, float srcY, float srcZ, float destX, float
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&& m_dyn_tree.isInLineOfSight(srcX, srcY, srcZ, destX, destY, destZ, phasemask);
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}
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/**
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/*
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* get the hit position and return true if we hit something (in this case the dest position will hold the hit-position)
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* otherwise the result pos will be the dest pos
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*/
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