* Remove CellLock class and all cell-level thread locking.
** It was wasting CPU power as cell-level locking is not needed. ** Our multithreading is on map-level, not cell-level. ** CellLock was just a 'proxy' between Cell and CellPair and in some cases carried redundant data. ** Some minor cleanup in Cell::Visit/Map::Visit. --HG-- branch : trunk
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@@ -501,8 +501,7 @@ Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange)
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Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(m_creature, pPlayer, check);
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TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
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CellLock<GridReadGuard> cell_lock(cell, pair);
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cell_lock->Visit(cell_lock, visitor, *(m_creature->GetMap()));
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cell.Visit(pair, visitor, *(m_creature->GetMap()));
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return pPlayer;
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}
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