Remove CTerritoryManager pointer from CWorld, a relic from before simulation2.
Patch By: Sandarac Differential Revision: https://code.wildfiregames.com/D731 This was SVN commit r19931.
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@ -1,4 +1,4 @@
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/* Copyright (C) 2013 Wildfire Games.
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/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -57,8 +57,7 @@ CLightEnv g_LightEnv;
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CWorld::CWorld(CGame *pGame):
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m_pGame(pGame),
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m_Terrain(new CTerrain()),
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m_UnitManager(new CUnitManager()),
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m_TerritoryManager(NULL)
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m_UnitManager(new CUnitManager())
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{
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}
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@ -1,4 +1,4 @@
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/* Copyright (C) 2013 Wildfire Games.
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/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -36,7 +36,6 @@ ERROR_TYPE(Game_World, MapLoadFailed);
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class CGame;
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class CUnitManager;
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class CTerritoryManager;
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class CTerrain;
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class CStrW;
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@ -61,10 +60,6 @@ class CWorld
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* pointer to the CUnitManager that holds all the units in the world.
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**/
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CUnitManager *m_UnitManager;
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/**
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* pointer to the CTerritoryManager that holds territory matrix for the world.
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**/
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CTerritoryManager *m_TerritoryManager;
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public:
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CWorld(CGame *pGame);
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@ -95,13 +90,6 @@ public:
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**/
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inline CUnitManager &GetUnitManager()
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{ return *m_UnitManager; }
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/**
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* Get the pointer to the territory manager object.
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*
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* @return CTerritoryManager * the value of m_TerritoryManager.
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**/
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inline CTerritoryManager *GetTerritoryManager()
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{ return m_TerritoryManager; }
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};
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// rationale: see definition.
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