[8785] Use macro instead of explicit call to singleton Instance().

* For: ObjectAccessor, MapManager.
This commit is contained in:
XTZGZoReX 2009-11-08 03:45:26 +01:00
parent 6abf7e7f58
commit dc725ad6b8
28 changed files with 77 additions and 72 deletions

View file

@ -248,7 +248,7 @@ bool PoolGroup<Creature>::Spawn1Object(uint32 guid)
objmgr.AddCreatureToGrid(guid, data);
// Spawn if necessary (loaded grids only)
Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
Map* map = const_cast<Map*>(mapmgr.CreateBaseMap(data->mapid));
// We use spawn coords to spawn
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
@ -276,7 +276,7 @@ bool PoolGroup<GameObject>::Spawn1Object(uint32 guid)
objmgr.AddGameobjectToGrid(guid, data);
// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existed
Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
Map* map = const_cast<Map*>(mapmgr.CreateBaseMap(data->mapid));
// We use current coords to unspawn, not spawn coords since creature can have changed grid
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{