void TurnTo::Awake(void) { // Find the first GameObject named targetName. GameObject* obj = GameObject::Find(targetName.c_str()); if ( obj != 0 ) targetId = obj->GetInstanceId(); }
GameObject* ObjectAccessor::GetGameObject(WorldObject const &u, uint64 guid) { GameObject * ret = GetObjectInWorld(guid, (GameObject*)NULL); if(!ret) return NULL; if(ret->GetMapId() != u.GetMapId()) return NULL; if(ret->GetInstanceId() != u.GetInstanceId()) return NULL; return ret; }