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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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@ -116,7 +116,7 @@ void LoadSkillDiscoveryTable()
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}
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else if (reqSkillOrSpell == 0) // skill case
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{
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SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellId);
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SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spellId);
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if (bounds.first==bounds.second)
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{
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@ -167,7 +167,7 @@ uint32 GetExplicitDiscoverySpell(uint32 spellId, Player* player)
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if (tab == SkillDiscoveryStore.end())
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return 0;
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SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellId);
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SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spellId);
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uint32 skillvalue = bounds.first != bounds.second ? player->GetSkillValue(bounds.first->second->skillId) : 0;
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float full_chance = 0;
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