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https://github.com/mangosfour/server.git
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[8789] Rename several singleton macros to use more consistent names.
* objmgr -> sObjectMgr * spellmgr -> sSpellMgr * WaypointMgr -> sWaypointMgr * poolhandler -> sPoolMgr * objaccessor -> sObjectAccessor * mapmgr -> sMapMgr * sInstanceSaveManager -> sInstanceSaveMgr * ticketmgr -> sTicketMgr * CreatureEAI_Mgr -> sEventAIMgr * auctionmgr -> sAuctionMgr * achievementmgr -> sAchievementMgr
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539072fcbd
commit
0734adb746
84 changed files with 1113 additions and 1113 deletions
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@ -99,7 +99,7 @@ bool Group::Create(const uint64 &guid, const char * name)
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m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
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if(!isBGGroup())
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{
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Player *leader = objmgr.GetPlayer(guid);
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Player *leader = sObjectMgr.GetPlayer(guid);
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if(leader)
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{
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m_dungeonDifficulty = leader->GetDungeonDifficulty();
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@ -145,7 +145,7 @@ bool Group::LoadGroupFromDB(const uint64 &leaderGuid, QueryResult *result, bool
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m_leaderGuid = leaderGuid;
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// group leader not exist
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if(!objmgr.GetPlayerNameByGUID(m_leaderGuid, m_leaderName))
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if(!sObjectMgr.GetPlayerNameByGUID(m_leaderGuid, m_leaderName))
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{
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if(!external) delete result;
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return false;
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@ -202,7 +202,7 @@ bool Group::LoadMemberFromDB(uint32 guidLow, uint8 subgroup, bool assistant)
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member.guid = MAKE_NEW_GUID(guidLow, 0, HIGHGUID_PLAYER);
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// skip non-existed member
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if(!objmgr.GetPlayerNameByGUID(member.guid, member.name))
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if(!sObjectMgr.GetPlayerNameByGUID(member.guid, member.name))
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return false;
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member.group = subgroup;
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@ -226,7 +226,7 @@ void Group::ConvertToRaid()
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// update quest related GO states (quest activity dependent from raid membership)
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for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
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if(Player* player = objmgr.GetPlayer(citr->guid))
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if(Player* player = sObjectMgr.GetPlayer(citr->guid))
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player->UpdateForQuestWorldObjects();
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}
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@ -301,7 +301,7 @@ bool Group::AddMember(const uint64 &guid, const char* name)
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return false;
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SendUpdate();
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Player *player = objmgr.GetPlayer(guid);
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Player *player = sObjectMgr.GetPlayer(guid);
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if(player)
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{
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if(!IsLeader(player->GetGUID()) && !isBGGroup())
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@ -343,7 +343,7 @@ uint32 Group::RemoveMember(const uint64 &guid, const uint8 &method)
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{
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bool leaderChanged = _removeMember(guid);
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if(Player *player = objmgr.GetPlayer( guid ))
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if(Player *player = sObjectMgr.GetPlayer( guid ))
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{
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// quest related GO state dependent from raid membership
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if(isRaidGroup())
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@ -409,7 +409,7 @@ void Group::Disband(bool hideDestroy)
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for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
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{
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player = objmgr.GetPlayer(citr->guid);
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player = sObjectMgr.GetPlayer(citr->guid);
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if(!player)
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continue;
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@ -490,7 +490,7 @@ void Group::SendLootStartRoll(uint32 CountDown, const Roll &r)
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for (Roll::PlayerVote::const_iterator itr = r.playerVote.begin(); itr != r.playerVote.end(); ++itr)
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{
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Player *p = objmgr.GetPlayer(itr->first);
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Player *p = sObjectMgr.GetPlayer(itr->first);
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if(!p || !p->GetSession())
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continue;
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@ -514,7 +514,7 @@ void Group::SendLootRoll(const uint64& SourceGuid, const uint64& TargetGuid, uin
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for( Roll::PlayerVote::const_iterator itr = r.playerVote.begin(); itr != r.playerVote.end(); ++itr)
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{
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Player *p = objmgr.GetPlayer(itr->first);
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Player *p = sObjectMgr.GetPlayer(itr->first);
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if(!p || !p->GetSession())
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continue;
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@ -537,7 +537,7 @@ void Group::SendLootRollWon(const uint64& SourceGuid, const uint64& TargetGuid,
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for( Roll::PlayerVote::const_iterator itr = r.playerVote.begin(); itr != r.playerVote.end(); ++itr)
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{
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Player *p = objmgr.GetPlayer(itr->first);
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Player *p = sObjectMgr.GetPlayer(itr->first);
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if(!p || !p->GetSession())
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continue;
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@ -557,7 +557,7 @@ void Group::SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r)
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for( Roll::PlayerVote::const_iterator itr=r.playerVote.begin(); itr!=r.playerVote.end(); ++itr)
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{
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Player *p = objmgr.GetPlayer(itr->first);
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Player *p = sObjectMgr.GetPlayer(itr->first);
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if(!p || !p->GetSession())
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continue;
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@ -571,7 +571,7 @@ void Group::GroupLoot(const uint64& playerGUID, Loot *loot, Creature *creature)
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std::vector<LootItem>::iterator i;
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ItemPrototype const *item;
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uint8 itemSlot = 0;
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Player *player = objmgr.GetPlayer(playerGUID);
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Player *player = sObjectMgr.GetPlayer(playerGUID);
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Group *group = player->GetGroup();
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for (i = loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot)
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@ -586,7 +586,7 @@ void Group::GroupLoot(const uint64& playerGUID, Loot *loot, Creature *creature)
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//roll for over-threshold item if it's one-player loot
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if (item->Quality >= uint32(m_lootThreshold) && !i->freeforall)
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{
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uint64 newitemGUID = MAKE_NEW_GUID(objmgr.GenerateLowGuid(HIGHGUID_ITEM), 0, HIGHGUID_ITEM);
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uint64 newitemGUID = MAKE_NEW_GUID(sObjectMgr.GenerateLowGuid(HIGHGUID_ITEM), 0, HIGHGUID_ITEM);
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Roll* r = new Roll(newitemGUID, *i);
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//a vector is filled with only near party members
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@ -624,7 +624,7 @@ void Group::GroupLoot(const uint64& playerGUID, Loot *loot, Creature *creature)
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void Group::NeedBeforeGreed(const uint64& playerGUID, Loot *loot, Creature *creature)
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{
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ItemPrototype const *item;
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Player *player = objmgr.GetPlayer(playerGUID);
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Player *player = sObjectMgr.GetPlayer(playerGUID);
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Group *group = player->GetGroup();
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uint8 itemSlot = 0;
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@ -635,7 +635,7 @@ void Group::NeedBeforeGreed(const uint64& playerGUID, Loot *loot, Creature *crea
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//only roll for one-player items, not for ones everyone can get
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if (item->Quality >= uint32(m_lootThreshold) && !i->freeforall)
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{
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uint64 newitemGUID = MAKE_NEW_GUID(objmgr.GenerateLowGuid(HIGHGUID_ITEM), 0, HIGHGUID_ITEM);
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uint64 newitemGUID = MAKE_NEW_GUID(sObjectMgr.GenerateLowGuid(HIGHGUID_ITEM), 0, HIGHGUID_ITEM);
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Roll* r = new Roll(newitemGUID, *i);
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for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
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@ -677,7 +677,7 @@ void Group::NeedBeforeGreed(const uint64& playerGUID, Loot *loot, Creature *crea
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void Group::MasterLoot(const uint64& playerGUID, Loot* /*loot*/, Creature *creature)
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{
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Player *player = objmgr.GetPlayer(playerGUID);
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Player *player = sObjectMgr.GetPlayer(playerGUID);
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if(!player)
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return;
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@ -801,7 +801,7 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
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}
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}
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SendLootRollWon(0, maxguid, maxresul, ROLL_NEED, *roll);
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player = objmgr.GetPlayer(maxguid);
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player = sObjectMgr.GetPlayer(maxguid);
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if(player && player->GetSession())
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{
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@ -848,7 +848,7 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
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}
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}
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SendLootRollWon(0, maxguid, maxresul, ROLL_GREED, *roll);
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player = objmgr.GetPlayer(maxguid);
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player = sObjectMgr.GetPlayer(maxguid);
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if(player && player->GetSession())
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{
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@ -951,7 +951,7 @@ void Group::SendUpdate()
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for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
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{
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player = objmgr.GetPlayer(citr->guid);
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player = sObjectMgr.GetPlayer(citr->guid);
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if(!player || !player->GetSession() || player->GetGroup() != this )
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continue;
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// guess size
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@ -966,7 +966,7 @@ void Group::SendUpdate()
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{
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if(citr->guid == citr2->guid)
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continue;
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Player* member = objmgr.GetPlayer(citr2->guid);
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Player* member = sObjectMgr.GetPlayer(citr2->guid);
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uint8 onlineState = (member) ? MEMBER_STATUS_ONLINE : MEMBER_STATUS_OFFLINE;
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onlineState = onlineState | ((isBGGroup()) ? MEMBER_STATUS_PVP : 0);
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@ -1036,7 +1036,7 @@ void Group::OfflineReadyCheck()
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{
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for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
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{
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Player *pl = objmgr.GetPlayer(citr->guid);
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Player *pl = sObjectMgr.GetPlayer(citr->guid);
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if (!pl || !pl->GetSession())
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{
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WorldPacket data(MSG_RAID_READY_CHECK_CONFIRM, 9);
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@ -1078,7 +1078,7 @@ bool Group::_addMember(const uint64 &guid, const char* name, bool isAssistant, u
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if(!guid)
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return false;
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Player *player = objmgr.GetPlayer(guid);
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Player *player = sObjectMgr.GetPlayer(guid);
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MemberSlot member;
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member.guid = guid;
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@ -1124,7 +1124,7 @@ bool Group::_addMember(const uint64 &guid, const char* name, bool isAssistant, u
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bool Group::_removeMember(const uint64 &guid)
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{
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Player *player = objmgr.GetPlayer(guid);
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Player *player = sObjectMgr.GetPlayer(guid);
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if (player)
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{
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//if we are removing player from battleground raid
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@ -1185,7 +1185,7 @@ void Group::_setLeader(const uint64 &guid)
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")", GUID_LOPART(m_leaderGuid), GUID_LOPART(slot->guid)
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);
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Player *player = objmgr.GetPlayer(slot->guid);
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Player *player = sObjectMgr.GetPlayer(slot->guid);
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if(player)
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{
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for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
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@ -1316,7 +1316,7 @@ void Group::ChangeMembersGroup(const uint64 &guid, const uint8 &group)
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{
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if(!isRaidGroup())
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return;
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Player *player = objmgr.GetPlayer(guid);
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Player *player = sObjectMgr.GetPlayer(guid);
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if (!player)
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{
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@ -1561,7 +1561,7 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo)
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bool isEmpty = true;
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// if the map is loaded, reset it
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Map *map = mapmgr.FindMap(p->GetMapId(), p->GetInstanceId());
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Map *map = sMapMgr.FindMap(p->GetMapId(), p->GetInstanceId());
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if(map && map->IsDungeon() && !(method == INSTANCE_RESET_GROUP_DISBAND && !p->CanReset()))
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isEmpty = ((InstanceMap*)map)->Reset(method);
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@ -1680,7 +1680,7 @@ void Group::_homebindIfInstance(Player *player)
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{
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// leaving the group in an instance, the homebind timer is started
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// unless the player is permanently saved to the instance
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InstanceSave *save = sInstanceSaveManager.GetInstanceSave(player->GetInstanceId());
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InstanceSave *save = sInstanceSaveMgr.GetInstanceSave(player->GetInstanceId());
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InstancePlayerBind *playerBind = save ? player->GetBoundInstance(save->GetMapId(), save->GetDifficulty()) : NULL;
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if(!playerBind || !playerBind->perm)
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player->m_InstanceValid = false;
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