Core: Get rid of dirty operator workaround for ACE_Singleton class implementation
--HG-- branch : trunk
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@@ -289,7 +289,7 @@ Creature* BattlegroundAV::AddAVCreature(uint16 cinfoid, uint16 type)
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if (!isStatic && ((cinfoid >= AV_NPC_A_GRAVEDEFENSE0 && cinfoid <= AV_NPC_A_GRAVEDEFENSE3)
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|| (cinfoid >= AV_NPC_H_GRAVEDEFENSE0 && cinfoid <= AV_NPC_H_GRAVEDEFENSE3)))
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{
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CreatureData &data = sObjectMgr.NewOrExistCreatureData(creature->GetDBTableGUIDLow());
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CreatureData &data = sObjectMgr->NewOrExistCreatureData(creature->GetDBTableGUIDLow());
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data.spawndist = 5;
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}
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//else spawndist will be 15, so creatures move maximum=10
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@@ -1031,7 +1031,7 @@ void BattlegroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object)
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WorldSafeLocsEntry const *ClosestGrave = NULL;
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for (std::vector<uint64>::iterator itr = ghost_list.begin(); itr != ghost_list.end(); ++itr)
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{
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plr = sObjectMgr.GetPlayer(*ghost_list.begin());
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plr = sObjectMgr->GetPlayer(*ghost_list.begin());
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if (!plr)
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continue;
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if (!ClosestGrave)
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