* 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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@@ -712,7 +712,7 @@ class Creature : public Unit, public GridObject<Creature>
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bool DisableReputationGain;
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CreatureInfo const* m_creatureInfo; // in difficulty mode > 0 can different from objmgr.::GetCreatureTemplate(GetEntry())
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CreatureInfo const* m_creatureInfo; // in difficulty mode > 0 can different from sObjectMgr.::GetCreatureTemplate(GetEntry())
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CreatureData const* m_creatureData;
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uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
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