Core: Get rid of dirty operator workaround for ACE_Singleton class implementation
--HG-- branch : trunk
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@@ -112,7 +112,7 @@ void LoadSkillDiscoveryTable()
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}
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else if (reqSkillOrSpell == 0) // skill case
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{
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SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spellId);
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SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
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if (bounds.first == bounds.second)
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{
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@@ -162,7 +162,7 @@ uint32 GetExplicitDiscoverySpell(uint32 spellId, Player* player)
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if (tab == SkillDiscoveryStore.end())
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return 0;
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SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spellId);
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SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
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uint32 skillvalue = bounds.first != bounds.second ? player->GetSkillValue(bounds.first->second->skillId) : 0;
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float full_chance = 0;
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