[svn] Finally really fixed compile. Also, removed Unit::GetObjectInWorld(), use Map::GetCreatureInMap() and Map::GetGameObjectInMap() instead. This is to prevent creature-creature interaction on different maps, which would make the later multithreading of maps impossible.
--HG-- branch : trunk
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@@ -9396,12 +9396,6 @@ Unit* Unit::GetUnit(WorldObject& object, uint64 guid)
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return ObjectAccessor::GetUnit(object,guid);
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}
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template<class T> T*
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Unit::GetObjectInWorld(uint64 guid, T* /*fake*/)
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{
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return ObjectAccessor::GetObjectInWorld(uint64 guid, T* /*fake*/);
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}
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bool Unit::isVisibleForInState( Player const* u, bool inVisibleList ) const
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{
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return isVisibleForOrDetect(u,false,inVisibleList);
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