Core: Get rid of dirty operator workaround for ACE_Singleton class implementation
--HG-- branch : trunk
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@@ -221,7 +221,7 @@ void ObjectAccessor::RemoveCorpse(Corpse* corpse)
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CellPair cell_pair = Trinity::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
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uint32 cell_id = (cell_pair.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
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sObjectMgr.DeleteCorpseCellData(corpse->GetMapId(), cell_id, GUID_LOPART(corpse->GetOwnerGUID()));
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sObjectMgr->DeleteCorpseCellData(corpse->GetMapId(), cell_id, GUID_LOPART(corpse->GetOwnerGUID()));
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i_player2corpse.erase(iter);
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}
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@@ -242,7 +242,7 @@ void ObjectAccessor::AddCorpse(Corpse* corpse)
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CellPair cell_pair = Trinity::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
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uint32 cell_id = (cell_pair.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
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sObjectMgr.AddCorpseCellData(corpse->GetMapId(), cell_id, GUID_LOPART(corpse->GetOwnerGUID()), corpse->GetInstanceId());
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sObjectMgr->AddCorpseCellData(corpse->GetMapId(), cell_id, GUID_LOPART(corpse->GetOwnerGUID()), corpse->GetInstanceId());
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}
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}
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@@ -288,7 +288,7 @@ Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool /*insign
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// done in removecorpse
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// remove resurrectable corpse from grid object registry (loaded state checked into call)
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// do not load the map if it's not loaded
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//Map *map = sMapMgr.FindMap(corpse->GetMapId(), corpse->GetInstanceId());
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//Map *map = sMapMgr->FindMap(corpse->GetMapId(), corpse->GetInstanceId());
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//if (map)
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// map->Remove(corpse, false);
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