Core/Objects: Rename Object::m_isWorldObject and related functions to avoid conflicting with "WorldObject" class name
Port From (https://github.com/TrinityCore/TrinityCore/commit/9402c66e8423243d13dbc19e8713e298bea0ac7b)
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@@ -78,7 +78,7 @@ namespace Game.Maps
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for (var i = 0; i < i_worldObjects.Count; ++i)
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{
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WorldObject obj = i_worldObjects[i];
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Cypher.Assert(obj.IsWorldObject());
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Cypher.Assert(obj.IsStoredInWorldObjectGridContainer());
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obj.RemoveFromWorld();
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obj.ResetMap();
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}
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@@ -120,7 +120,7 @@ namespace Game.Maps
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// ObjectGridLoader loads all corpses from _corpsesByCell even if they were already added to grid before it was loaded
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// so we need to explicitly check it here (Map::AddToGrid is only called from Player::BuildPlayerRepop, not from ObjectGridLoader)
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// to avoid failing an assertion in GridObject::AddToGrid
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if (obj.IsWorldObject())
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if (obj.IsStoredInWorldObjectGridContainer())
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{
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obj.SetCurrentCell(cell);
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grid.GetGridCell(cell.GetCellX(), cell.GetCellY()).AddWorldObject(obj);
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@@ -135,7 +135,7 @@ namespace Game.Maps
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break;
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case TypeId.DynamicObject:
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default:
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if (obj.IsWorldObject())
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if (obj.IsStoredInWorldObjectGridContainer())
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grid.GetGridCell(cell.GetCellX(), cell.GetCellY()).AddWorldObject(obj);
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else
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grid.GetGridCell(cell.GetCellX(), cell.GetCellY()).AddGridObject(obj);
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@@ -154,7 +154,7 @@ namespace Game.Maps
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if (grid == null)
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return;
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if (obj.IsWorldObject())
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if (obj.IsStoredInWorldObjectGridContainer())
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grid.GetGridCell(cell.GetCellX(), cell.GetCellY()).RemoveWorldObject(obj);
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else
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grid.GetGridCell(cell.GetCellX(), cell.GetCellY()).RemoveGridObject(obj);
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@@ -164,7 +164,7 @@ namespace Game.Maps
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void SwitchGridContainers(WorldObject obj, bool on)
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{
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if (obj.IsPermanentWorldObject())
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if (obj.IsAlwaysStoredInWorldObjectGridContainer())
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return;
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CellCoord p = GridDefines.ComputeCellCoord(obj.GetPositionX(), obj.GetPositionY());
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@@ -2530,7 +2530,7 @@ namespace Game.Maps
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bool on = pair.Value;
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i_objectsToSwitch.Remove(pair.Key);
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if (!obj.IsPermanentWorldObject())
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if (!obj.IsAlwaysStoredInWorldObjectGridContainer())
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{
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switch (obj.GetTypeId())
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{
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