Remove corpse methods (report if needing them) and made changes to objectaccessor required by TC
See 402a3c45ff for more
This commit is contained in:
@@ -98,7 +98,7 @@ namespace LuaGlobalFunctions
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int GetPlayerByGUID(Eluna* /*E*/, lua_State* L)
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{
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uint64 guid = Eluna::CHECKVAL<uint64>(L, 1);
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Eluna::Push(L, eObjectAccessor->FindPlayer(ObjectGuid(guid)));
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Eluna::Push(L, eObjectAccessor()FindPlayer(ObjectGuid(guid)));
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return 1;
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}
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@@ -111,7 +111,7 @@ namespace LuaGlobalFunctions
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int GetPlayerByName(Eluna* /*E*/, lua_State* L)
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{
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const char* name = Eluna::CHECKVAL<const char*>(L, 1);
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Eluna::Push(L, eObjectAccessor->FindPlayerByName(name));
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Eluna::Push(L, eObjectAccessor()FindPlayerByName(name));
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return 1;
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}
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@@ -155,7 +155,7 @@ namespace LuaGlobalFunctions
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#else
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HashMapHolder<Player>::ReadGuard g(HashMapHolder<Player>::GetLock());
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#endif
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const HashMapHolder<Player>::MapType& m = eObjectAccessor->GetPlayers();
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const HashMapHolder<Player>::MapType& m = eObjectAccessor()GetPlayers();
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for (HashMapHolder<Player>::MapType::const_iterator it = m.begin(); it != m.end(); ++it)
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{
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if (Player* player = it->second)
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@@ -1900,7 +1900,7 @@ namespace LuaGlobalFunctions
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*/
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int SaveAllPlayers(Eluna* /*E*/, lua_State* /*L*/)
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{
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eObjectAccessor->SaveAllPlayers();
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eObjectAccessor()SaveAllPlayers();
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return 0;
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}
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@@ -2242,57 +2242,6 @@ namespace LuaGlobalFunctions
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return 1;
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}
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/**
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* Adds a [Corpse] to the world.
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*
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* @param [Corpse] corpse : [Corpse] to add
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*/
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int AddCorpse(Eluna* /*E*/, lua_State* L)
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{
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Corpse* corpse = Eluna::CHECKOBJ<Corpse>(L, 1);
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eObjectAccessor->AddCorpse(corpse);
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return 0;
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}
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/**
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* Removes a [Corpse] from the world.
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*
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* @param [Corpse] corpse : [Corpse] to remove
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*/
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int RemoveCorpse(Eluna* /*E*/, lua_State* L)
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{
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Corpse* corpse = Eluna::CHECKOBJ<Corpse>(L, 1);
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eObjectAccessor->RemoveCorpse(corpse);
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Eluna::CHECKOBJ<ElunaObject>(L, 1)->Invalidate();
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return 0;
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}
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/**
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* Converts a [Corpse] by GUID, and optionally allows for insignia to be looted.
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*
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* @param uint64 playerGUID : GUID of the [Player]
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* @param bool insignia = false : if `true`, allow an insignia to be looted
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* @return [Corpse] corpse : returns converted [Corpse]
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*/
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int ConvertCorpseForPlayer(Eluna* /*E*/, lua_State* L)
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{
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uint64 guid = Eluna::CHECKVAL<uint64>(L, 1);
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bool insignia = Eluna::CHECKVAL<bool>(L, 2, false);
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Eluna::Push(L, eObjectAccessor->ConvertCorpseForPlayer(ObjectGuid(guid), insignia));
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return 1;
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}
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/**
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* Removes old [Corpse]s from the world.
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*/
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int RemoveOldCorpses(Eluna* /*E*/, lua_State* /*L*/)
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{
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eObjectAccessor->RemoveOldCorpses();
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return 0;
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}
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/**
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* Returns `true` if the bag and slot is a valid inventory position, otherwise `false`.
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*
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