Core: Get rid of dirty operator workaround for ACE_Singleton class implementation
--HG-- branch : trunk
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@@ -148,7 +148,7 @@ void BattlegroundEY::CheckSomeoneJoinedPoint()
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uint8 j = 0;
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while (j < m_PlayersNearPoint[EY_POINTS_MAX].size())
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{
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Player *plr = sObjectMgr.GetPlayer(m_PlayersNearPoint[EY_POINTS_MAX][j]);
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Player *plr = sObjectMgr->GetPlayer(m_PlayersNearPoint[EY_POINTS_MAX][j]);
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if (!plr)
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{
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sLog.outError("BattlegroundEY:CheckSomeoneJoinedPoint: Player (GUID: %u) not found!", GUID_LOPART(m_PlayersNearPoint[EY_POINTS_MAX][j]));
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@@ -188,7 +188,7 @@ void BattlegroundEY::CheckSomeoneLeftPoint()
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uint8 j = 0;
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while (j < m_PlayersNearPoint[i].size())
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{
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Player *plr = sObjectMgr.GetPlayer(m_PlayersNearPoint[i][j]);
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Player *plr = sObjectMgr->GetPlayer(m_PlayersNearPoint[i][j]);
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if (!plr)
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{
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sLog.outError("BattlegroundEY:CheckSomeoneLeftPoint Player (GUID: %u) not found!", GUID_LOPART(m_PlayersNearPoint[i][j]));
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@@ -243,7 +243,7 @@ void BattlegroundEY::UpdatePointStatuses()
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for (uint8 i = 0; i < m_PlayersNearPoint[point].size(); ++i)
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{
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Player *plr = sObjectMgr.GetPlayer(m_PlayersNearPoint[point][i]);
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Player *plr = sObjectMgr->GetPlayer(m_PlayersNearPoint[point][i]);
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if (plr)
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{
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this->UpdateWorldStateForPlayer(PROGRESS_BAR_STATUS, m_PointBarStatus[point], plr);
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@@ -528,7 +528,7 @@ void BattlegroundEY::Reset()
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m_DroppedFlagGUID = 0;
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m_PointAddingTimer = 0;
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m_TowerCapCheckTimer = 0;
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bool isBGWeekend = sBattlegroundMgr.IsBGWeekend(GetTypeID());
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bool isBGWeekend = sBattlegroundMgr->IsBGWeekend(GetTypeID());
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m_HonorTics = (isBGWeekend) ? BG_EY_EYWeekendHonorTicks : BG_EY_NotEYWeekendHonorTicks;
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for (uint8 i = 0; i < EY_POINTS_MAX; ++i)
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