fix(Core/ObjectGuid): prevent creating copies when looping objects (#6852)

This commit is contained in:
Francesco Borzì
2021-07-10 15:54:16 +02:00
committed by GitHub
parent 2fcafa5f39
commit 4103fca5a4
40 changed files with 69 additions and 69 deletions

View File

@@ -118,7 +118,7 @@ public:
{
if (state == IN_PROGRESS)
{
for (ObjectGuid const guid : _wardersSet)
for (ObjectGuid const& guid : _wardersSet)
if (Creature* warder = instance->GetCreature(guid))
if (warder->IsAlive())
{
@@ -128,7 +128,7 @@ public:
}
else
{
for (ObjectGuid const guid : _cubesSet)
for (ObjectGuid const& guid : _cubesSet)
if (GameObject* cube = instance->GetGameObject(guid))
cube->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
@@ -149,12 +149,12 @@ public:
magtheridon->SetInCombatWithZone();
break;
case DATA_ACTIVATE_CUBES:
for (ObjectGuid const guid : _cubesSet)
for (ObjectGuid const& guid : _cubesSet)
if (GameObject* cube = instance->GetGameObject(guid))
cube->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
break;
case DATA_COLLAPSE:
for (ObjectGuid const guid : _columnSet)
for (ObjectGuid const& guid : _columnSet)
if (GameObject* column = instance->GetGameObject(guid))
column->SetGoState(GOState(data));
break;