* 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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@@ -255,7 +255,7 @@ bool LootStoreItem::Roll(bool rate) const
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if (mincountOrRef < 0) // reference case
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return roll_chance_f(chance* (rate ? sWorld.getRate(RATE_DROP_ITEM_REFERENCED) : 1.0f));
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ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
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ItemPrototype const *pProto = sObjectMgr.GetItemPrototype(itemid);
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float qualityModifier = pProto && rate ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f;
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@@ -279,7 +279,7 @@ bool LootStoreItem::IsValid(LootStore const& store, uint32 entry) const
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if (mincountOrRef > 0) // item (quest or non-quest) entry, maybe grouped
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{
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ItemPrototype const *proto = objmgr.GetItemPrototype(itemid);
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ItemPrototype const *proto = sObjectMgr.GetItemPrototype(itemid);
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if (!proto)
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{
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sLog.outErrorDb("Table '%s' entry %d item %d: item entry not listed in `item_template` - skipped", store.GetName(), entry, itemid);
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@@ -329,7 +329,7 @@ LootItem::LootItem(LootStoreItem const& li)
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itemid = li.itemid;
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conditions = li.conditions;
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ItemPrototype const* proto = objmgr.GetItemPrototype(itemid);
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ItemPrototype const* proto = sObjectMgr.GetItemPrototype(itemid);
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freeforall = proto && (proto->Flags & ITEM_PROTO_FLAG_PARTY_LOOT);
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needs_quest = li.needs_quest;
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@@ -402,7 +402,7 @@ void Loot::AddItem(LootStoreItem const & item)
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// non-ffa conditionals are counted in FillNonQuestNonFFAConditionalLoot()
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if (item.conditions.empty())
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{
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ItemPrototype const* proto = objmgr.GetItemPrototype(item.itemid);
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ItemPrototype const* proto = sObjectMgr.GetItemPrototype(item.itemid);
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if (!proto || (proto->Flags & ITEM_PROTO_FLAG_PARTY_LOOT) == 0)
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++unlootedCount;
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}
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@@ -766,7 +766,7 @@ ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li)
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{
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b << uint32(li.itemid);
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b << uint32(li.count); // nr of items of this type
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b << uint32(objmgr.GetItemPrototype(li.itemid)->DisplayInfoID);
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b << uint32(sObjectMgr.GetItemPrototype(li.itemid)->DisplayInfoID);
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b << uint32(li.randomSuffix);
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b << uint32(li.randomPropertyId);
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//b << uint8(0); // slot type - will send after this function call
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@@ -1452,7 +1452,7 @@ void LoadLootTemplates_Gameobject()
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{
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if (uint32 lootid = gInfo->GetLootId())
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{
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if (objmgr.IsGoOfSpecificEntrySpawned(gInfo->id) && ids_set.find(lootid) == ids_set.end())
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if (sObjectMgr.IsGoOfSpecificEntrySpawned(gInfo->id) && ids_set.find(lootid) == ids_set.end())
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LootTemplates_Gameobject.ReportNotExistedId(lootid);
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else
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ids_setUsed.insert(lootid);
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