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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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84 changed files with 1113 additions and 1113 deletions
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@ -157,8 +157,8 @@ void WorldSession::SendTrainerList( uint64 guid, const std::string& strTitle )
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if(!_player->IsSpellFitByClassAndRace(tSpell->learnedSpell))
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continue;
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bool primary_prof_first_rank = spellmgr.IsPrimaryProfessionFirstRankSpell(tSpell->learnedSpell);
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SpellChainNode const* chain_node = spellmgr.GetSpellChainNode(tSpell->learnedSpell);
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bool primary_prof_first_rank = sSpellMgr.IsPrimaryProfessionFirstRankSpell(tSpell->learnedSpell);
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SpellChainNode const* chain_node = sSpellMgr.GetSpellChainNode(tSpell->learnedSpell);
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TrainerSpellState state = _player->GetTrainerSpellState(tSpell);
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data << uint32(tSpell->spell); // learned spell (or cast-spell in profession case)
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@ -356,7 +356,7 @@ void WorldSession::SendSpiritResurrect()
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WorldSafeLocsEntry const *corpseGrave = NULL;
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Corpse *corpse = _player->GetCorpse();
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if(corpse)
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corpseGrave = objmgr.GetClosestGraveYard(
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corpseGrave = sObjectMgr.GetClosestGraveYard(
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corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetMapId(), _player->GetTeam() );
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// now can spawn bones
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@ -365,7 +365,7 @@ void WorldSession::SendSpiritResurrect()
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// teleport to nearest from corpse graveyard, if different from nearest to player ghost
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if(corpseGrave)
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{
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WorldSafeLocsEntry const *ghostGrave = objmgr.GetClosestGraveYard(
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WorldSafeLocsEntry const *ghostGrave = sObjectMgr.GetClosestGraveYard(
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_player->GetPositionX(), _player->GetPositionY(), _player->GetPositionZ(), _player->GetMapId(), _player->GetTeam() );
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if(corpseGrave != ghostGrave)
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@ -829,7 +829,7 @@ void WorldSession::HandleRepairItemOpcode( WorldPacket & recv_data )
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uint32 GuildId = _player->GetGuildId();
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if (!GuildId)
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return;
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Guild *pGuild = objmgr.GetGuildById(GuildId);
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Guild *pGuild = sObjectMgr.GetGuildById(GuildId);
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if (!pGuild)
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return;
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pGuild->LogBankEvent(GUILD_BANK_LOG_REPAIR_MONEY, 0, _player->GetGUIDLow(), TotalCost);
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