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[8785] Use macro instead of explicit call to singleton Instance().
* For: ObjectAccessor, MapManager.
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6abf7e7f58
commit
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28 changed files with 77 additions and 72 deletions
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@ -168,7 +168,7 @@ void InstanceSave::SaveToDB()
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// save instance data too
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std::string data;
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Map *map = MapManager::Instance().FindMap(GetMapId(),m_instanceid);
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Map *map = mapmgr.FindMap(GetMapId(),m_instanceid);
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if(map)
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{
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assert(map->IsDungeon());
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@ -567,7 +567,7 @@ void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr)
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void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
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{
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sLog.outDebug("InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId);
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Map *map = (MapInstanced*)MapManager::Instance().CreateBaseMap(mapid);
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Map *map = (MapInstanced*)mapmgr.CreateBaseMap(mapid);
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if(!map->Instanceable())
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return;
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@ -584,7 +584,7 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, bool warn, uint32 timeLe
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{
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// global reset for all instances of the given map
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// note: this isn't fast but it's meant to be executed very rarely
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Map const *map = MapManager::Instance().CreateBaseMap(mapid);
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Map const *map = mapmgr.CreateBaseMap(mapid);
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if(!map->Instanceable())
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return;
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uint64 now = (uint64)time(NULL);
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