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[8785] Use macro instead of explicit call to singleton Instance().
* For: ObjectAccessor, MapManager.
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28 changed files with 77 additions and 72 deletions
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@ -248,7 +248,7 @@ bool PoolGroup<Creature>::Spawn1Object(uint32 guid)
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objmgr.AddCreatureToGrid(guid, data);
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// Spawn if necessary (loaded grids only)
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Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
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Map* map = const_cast<Map*>(mapmgr.CreateBaseMap(data->mapid));
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// We use spawn coords to spawn
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if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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{
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@ -276,7 +276,7 @@ bool PoolGroup<GameObject>::Spawn1Object(uint32 guid)
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objmgr.AddGameobjectToGrid(guid, data);
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// Spawn if necessary (loaded grids only)
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// this base map checked as non-instanced and then only existed
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Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
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Map* map = const_cast<Map*>(mapmgr.CreateBaseMap(data->mapid));
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// We use current coords to unspawn, not spawn coords since creature can have changed grid
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if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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{
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