[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
This commit is contained in:
XTZGZoReX 2009-11-08 12:11:18 +01:00
parent 539072fcbd
commit 0734adb746
84 changed files with 1113 additions and 1113 deletions

View file

@ -102,7 +102,7 @@ void MapManager::LoadTransports()
m_TransportsByMap[*i].insert(t);
//If we someday decide to use the grid to track transports, here:
t->SetMap(mapmgr.CreateMap(mapid, t));
t->SetMap(sMapMgr.CreateMap(mapid, t));
//t->GetMap()->Add<GameObject>((GameObject *)t);
++count;
@ -205,7 +205,7 @@ struct keyFrame
bool Transport::GenerateWaypoints(uint32 pathid, std::set<uint32> &mapids)
{
TransportPath path;
objmgr.GetTransportPathNodes(pathid, path);
sObjectMgr.GetTransportPathNodes(pathid, path);
if (path.Empty())
return false;
@ -459,7 +459,7 @@ void Transport::TeleportTransport(uint32 newMapid, float x, float y, float z)
//we need to create and save new Map object with 'newMapid' because if not done -> lead to invalid Map object reference...
//player far teleport would try to create same instance, but we need it NOW for transport...
//correct me if I'm wrong O.o
Map * newMap = mapmgr.CreateMap(newMapid, this);
Map * newMap = sMapMgr.CreateMap(newMapid, this);
SetMap(newMap);
if(oldMap != newMap)