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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
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84 changed files with 1113 additions and 1113 deletions
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@ -102,7 +102,7 @@ void MapManager::LoadTransports()
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m_TransportsByMap[*i].insert(t);
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//If we someday decide to use the grid to track transports, here:
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t->SetMap(mapmgr.CreateMap(mapid, t));
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t->SetMap(sMapMgr.CreateMap(mapid, t));
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//t->GetMap()->Add<GameObject>((GameObject *)t);
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++count;
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@ -205,7 +205,7 @@ struct keyFrame
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bool Transport::GenerateWaypoints(uint32 pathid, std::set<uint32> &mapids)
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{
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TransportPath path;
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objmgr.GetTransportPathNodes(pathid, path);
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sObjectMgr.GetTransportPathNodes(pathid, path);
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if (path.Empty())
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return false;
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@ -459,7 +459,7 @@ void Transport::TeleportTransport(uint32 newMapid, float x, float y, float z)
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//we need to create and save new Map object with 'newMapid' because if not done -> lead to invalid Map object reference...
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//player far teleport would try to create same instance, but we need it NOW for transport...
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//correct me if I'm wrong O.o
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Map * newMap = mapmgr.CreateMap(newMapid, this);
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Map * newMap = sMapMgr.CreateMap(newMapid, this);
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SetMap(newMap);
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if(oldMap != newMap)
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