Core/Maps: Remove unused code
Port From (https://github.com/TrinityCore/TrinityCore/commit/af1b3301c94c9d7842daaac8c2c15bb29faf95ba)
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@@ -402,9 +402,7 @@ namespace Game.Maps
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}
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obj.SetCurrentCell(cell);
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if (obj.IsTypeId(TypeId.Unit))
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obj.ToCreature().m_isTempWorldObject = on;
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obj.ToCreature().m_isTempWorldObject = on;
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}
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void DeleteFromWorld(Player player)
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@@ -3015,7 +3013,7 @@ namespace Game.Maps
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Cypher.Assert(obj.GetMapId() == GetId() && obj.GetInstanceId() == GetInstanceId());
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// i_objectsToSwitch is iterated only in Map::RemoveAllObjectsInRemoveList() and it uses
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// the contained objects only if GetTypeId() == TYPEID_UNIT , so we can return in all other cases
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if (!obj.IsTypeId(TypeId.Unit) && !obj.IsTypeId(TypeId.GameObject))
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if (!obj.IsTypeId(TypeId.Unit))
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return;
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if (!i_objectsToSwitch.ContainsKey(obj))
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@@ -3042,9 +3040,6 @@ namespace Game.Maps
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case TypeId.Unit:
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SwitchGridContainers(obj.ToCreature(), on);
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break;
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case TypeId.GameObject:
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SwitchGridContainers(obj.ToGameObject(), on);
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break;
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default:
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break;
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}
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