Core/Pools: fix VS dynamic linking

This commit is contained in:
ariel- authored and Aokromes committed 2017-05-28 03:18:59 +02:00
1 parent da65d89129
commit 3d5584fb86
1 file changed
+4 -4
+4 -4
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@@ -34,28 +34,28 @@ uint32 ActivePoolData::GetActiveObjectCount(uint32 pool_id) const
// Method that tell if a creature is spawned currently
template<>
bool ActivePoolData::IsActiveObject<Creature>(uint32 db_guid) const
TC_GAME_API bool ActivePoolData::IsActiveObject<Creature>(uint32 db_guid) const
{
return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end();
}
// Method that tell if a gameobject is spawned currently
template<>
bool ActivePoolData::IsActiveObject<GameObject>(uint32 db_guid) const
TC_GAME_API bool ActivePoolData::IsActiveObject<GameObject>(uint32 db_guid) const
{
return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
}
// Method that tell if a pool is spawned currently
template<>
bool ActivePoolData::IsActiveObject<Pool>(uint32 sub_pool_id) const
TC_GAME_API bool ActivePoolData::IsActiveObject<Pool>(uint32 sub_pool_id) const
{
return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end();
}
// Method that tell if a quest can be started
template<>
bool ActivePoolData::IsActiveObject<Quest>(uint32 quest_id) const
TC_GAME_API bool ActivePoolData::IsActiveObject<Quest>(uint32 quest_id) const
{
return mActiveQuests.find(quest_id) != mActiveQuests.end();
}