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Core/Grid:
- Simplified CellArea calculation (Original author: SilverIce) - Removed unused code in Cell class (Original author: SilverIce) - Improve some Visit functions.
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@@ -933,7 +933,6 @@ void GameObject::TriggeringLinkedGameObject(uint32 trapEntry, Unit* target)
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// using original GO distance
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CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY()));
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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Trinity::NearestGameObjectEntryInObjectRangeCheck go_check(*target, trapEntry, range);
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Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> checker(this, trapGO, go_check);
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@@ -953,7 +952,6 @@ GameObject* GameObject::LookupFishingHoleAround(float range)
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CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY()));
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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Trinity::NearestGameObjectFishingHole u_check(*this, range);
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Trinity::GameObjectSearcher<Trinity::NearestGameObjectFishingHole> checker(this, ok, u_check);
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