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Don't use singleton to access static functions.
* This affects especially ObjectMgr functions: - GetCreatureInfo - GetGameObjectInfo - GetInstanceTemplate These are in fact static functions.
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40 changed files with 104 additions and 104 deletions
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@ -576,7 +576,7 @@ void Group::GroupLoot(const uint64& playerGUID, Loot *loot, Creature *creature)
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for (i = loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot)
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{
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item = objmgr.GetItemPrototype(i->itemid);
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item = ObjectMgr::GetItemPrototype(i->itemid);
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if (!item)
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{
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//sLog.outDebug("Group::GroupLoot: missing item prototype for item with id: %d", i->itemid);
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@ -630,7 +630,7 @@ void Group::NeedBeforeGreed(const uint64& playerGUID, Loot *loot, Creature *crea
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uint8 itemSlot = 0;
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for(std::vector<LootItem>::iterator i=loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot)
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{
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item = objmgr.GetItemPrototype(i->itemid);
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item = ObjectMgr::GetItemPrototype(i->itemid);
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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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