feat(Core/Grids): Remove WorldObject separation in grid containers (#22595)

This commit is contained in:
Takenbacon
2025-08-08 21:36:24 -07:00
committed by GitHub
parent c97cee1e4f
commit 73317b2706
63 changed files with 160 additions and 313 deletions

View File

@@ -38,7 +38,7 @@
#include <G3D/CoordinateFrame.h>
#include <G3D/Quat.h>
GameObject::GameObject() : WorldObject(false), MovableMapObject(),
GameObject::GameObject() : WorldObject(), MovableMapObject(),
m_model(nullptr), m_goValue(), m_AI(nullptr)
{
m_objectType |= TYPEMASK_GAMEOBJECT;
@@ -721,7 +721,7 @@ void GameObject::Update(uint32 diff)
{
Acore::NearestAttackableNoTotemUnitInObjectRangeCheck checker(this, owner, radius);
Acore::UnitSearcher<Acore::NearestAttackableNoTotemUnitInObjectRangeCheck> searcher(this, target, checker);
Cell::VisitAllObjects(this, searcher, radius);
Cell::VisitObjects(this, searcher, radius);
}
else // environmental trap
{
@@ -730,7 +730,7 @@ void GameObject::Update(uint32 diff)
Player* player = nullptr;
Acore::AnyPlayerInObjectRangeCheck checker(this, radius, true, true);
Acore::PlayerSearcher<Acore::AnyPlayerInObjectRangeCheck> searcher(this, player, checker);
Cell::VisitWorldObjects(this, searcher, radius);
Cell::VisitObjects(this, searcher, radius);
target = player;
}
@@ -1397,7 +1397,7 @@ GameObject* GameObject::LookupFishingHoleAround(float range)
Acore::NearestGameObjectFishingHole u_check(*this, range);
Acore::GameObjectSearcher<Acore::NearestGameObjectFishingHole> checker(this, ok, u_check);
Cell::VisitGridObjects(this, checker, range);
Cell::VisitObjects(this, checker, range);
return ok;
}