feat(Core/Grids): Remove WorldObject separation in grid containers (#22595)
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c97cee1e4f
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73317b2706
63 changed files with 160 additions and 313 deletions
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@ -38,7 +38,7 @@
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#include <G3D/CoordinateFrame.h>
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#include <G3D/Quat.h>
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GameObject::GameObject() : WorldObject(false), MovableMapObject(),
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GameObject::GameObject() : WorldObject(), MovableMapObject(),
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m_model(nullptr), m_goValue(), m_AI(nullptr)
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{
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m_objectType |= TYPEMASK_GAMEOBJECT;
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@ -721,7 +721,7 @@ void GameObject::Update(uint32 diff)
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{
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Acore::NearestAttackableNoTotemUnitInObjectRangeCheck checker(this, owner, radius);
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Acore::UnitSearcher<Acore::NearestAttackableNoTotemUnitInObjectRangeCheck> searcher(this, target, checker);
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Cell::VisitAllObjects(this, searcher, radius);
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Cell::VisitObjects(this, searcher, radius);
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}
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else // environmental trap
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{
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@ -730,7 +730,7 @@ void GameObject::Update(uint32 diff)
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Player* player = nullptr;
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Acore::AnyPlayerInObjectRangeCheck checker(this, radius, true, true);
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Acore::PlayerSearcher<Acore::AnyPlayerInObjectRangeCheck> searcher(this, player, checker);
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Cell::VisitWorldObjects(this, searcher, radius);
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Cell::VisitObjects(this, searcher, radius);
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target = player;
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}
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@ -1397,7 +1397,7 @@ GameObject* GameObject::LookupFishingHoleAround(float range)
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Acore::NearestGameObjectFishingHole u_check(*this, range);
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Acore::GameObjectSearcher<Acore::NearestGameObjectFishingHole> checker(this, ok, u_check);
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Cell::VisitGridObjects(this, checker, range);
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Cell::VisitObjects(this, checker, range);
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return ok;
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}
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