Core: Get rid of dirty operator workaround for ACE_Singleton class implementation
--HG-- branch : trunk
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@@ -169,7 +169,7 @@ ObjectGridLoader::Visit(GameObjectMapType &m)
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CellPair cell_pair(x,y);
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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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CellObjectGuids const& cell_guids = sObjectMgr.GetCellObjectGuids(i_map->GetId(), i_map->GetSpawnMode(), cell_id);
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CellObjectGuids const& cell_guids = sObjectMgr->GetCellObjectGuids(i_map->GetId(), i_map->GetSpawnMode(), cell_id);
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LoadHelper(cell_guids.gameobjects, cell_pair, m, i_gameObjects, i_map);
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}
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@@ -182,7 +182,7 @@ ObjectGridLoader::Visit(CreatureMapType &m)
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CellPair cell_pair(x,y);
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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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CellObjectGuids const& cell_guids = sObjectMgr.GetCellObjectGuids(i_map->GetId(), i_map->GetSpawnMode(), cell_id);
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CellObjectGuids const& cell_guids = sObjectMgr->GetCellObjectGuids(i_map->GetId(), i_map->GetSpawnMode(), cell_id);
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LoadHelper(cell_guids.creatures, cell_pair, m, i_creatures, i_map);
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}
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@@ -196,7 +196,7 @@ ObjectWorldLoader::Visit(CorpseMapType &m)
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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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// corpses are always added to spawn mode 0 and they are spawned by their instance id
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CellObjectGuids const& cell_guids = sObjectMgr.GetCellObjectGuids(i_map->GetId(), 0, cell_id);
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CellObjectGuids const& cell_guids = sObjectMgr->GetCellObjectGuids(i_map->GetId(), 0, cell_id);
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LoadHelper(cell_guids.corpses, cell_pair, m, i_corpses, i_map);
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}
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