* Some singleton renames for consistency:
accmgr -> AccountMgr objmgr -> ObjectMgr auctionmgr -> sAuctionMgr spellmgr -> sSpellMgr CreatureEAI_Mgr -> sEventAIMgr achievementmgr -> sAchievementMgr gameeventmgr -> sGameEventMgr sInstanceSaveManager -> sInstanceSaveMgr poolhandler -> sPoolMgr --HG-- branch : trunk
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@@ -86,7 +86,7 @@ void LFGQueue::Update()
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queuedTime = uint32(currTime - queue->joinTime);
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for (LfgRolesMap::const_iterator itPlayer = queue->roles.begin(); itPlayer != queue->roles.end(); ++itPlayer)
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{
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plr = objmgr.GetPlayer(itPlayer->first);
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plr = sObjectMgr.GetPlayer(itPlayer->first);
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if (!plr)
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continue;
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role = itPlayer->second;
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@@ -177,7 +177,7 @@ void LFGMgr::Update(uint32 diff)
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Player *plr = NULL;
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for (LfgRolesMap::const_iterator itRoles = pRoleCheck->roles.begin(); itRoles != pRoleCheck->roles.end(); ++itRoles)
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{
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plr = objmgr.GetPlayer(itRoles->first);
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plr = sObjectMgr.GetPlayer(itRoles->first);
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if (!plr)
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continue;
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plr->GetSession()->SendPacket(&data);
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@@ -706,7 +706,7 @@ void LFGMgr::BuildLfgRoleCheck(WorldPacket &data, LfgRoleCheck *pRoleCheck)
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data << uint64(pRoleCheck->leader); // Guid
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data << uint8(roles > 0); // Ready
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data << uint32(roles); // Roles
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plr = objmgr.GetPlayer(pRoleCheck->leader);
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plr = sObjectMgr.GetPlayer(pRoleCheck->leader);
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if (plr)
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data << uint8(plr->getLevel()); // Level
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else
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@@ -721,7 +721,7 @@ void LFGMgr::BuildLfgRoleCheck(WorldPacket &data, LfgRoleCheck *pRoleCheck)
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data << uint64(itPlayers->first); // Guid
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data << uint8(roles > 0); // Ready
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data << uint32(roles); // Roles
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plr = objmgr.GetPlayer(pRoleCheck->leader);
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plr = sObjectMgr.GetPlayer(pRoleCheck->leader);
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if (plr)
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data << uint8(plr->getLevel()); // Level
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else
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