* 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
This commit is contained in:
XTZGZoReX
2010-08-08 05:25:45 +02:00
parent 93fc24ece9
commit 9083271a2f
97 changed files with 1354 additions and 1353 deletions
+6 -6
View File
@@ -255,7 +255,7 @@ bool LootStoreItem::Roll(bool rate) const
if (mincountOrRef < 0) // reference case
return roll_chance_f(chance* (rate ? sWorld.getRate(RATE_DROP_ITEM_REFERENCED) : 1.0f));
ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
ItemPrototype const *pProto = sObjectMgr.GetItemPrototype(itemid);
float qualityModifier = pProto && rate ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f;
@@ -279,7 +279,7 @@ bool LootStoreItem::IsValid(LootStore const& store, uint32 entry) const
if (mincountOrRef > 0) // item (quest or non-quest) entry, maybe grouped
{
ItemPrototype const *proto = objmgr.GetItemPrototype(itemid);
ItemPrototype const *proto = sObjectMgr.GetItemPrototype(itemid);
if (!proto)
{
sLog.outErrorDb("Table '%s' entry %d item %d: item entry not listed in `item_template` - skipped", store.GetName(), entry, itemid);
@@ -329,7 +329,7 @@ LootItem::LootItem(LootStoreItem const& li)
itemid = li.itemid;
conditions = li.conditions;
ItemPrototype const* proto = objmgr.GetItemPrototype(itemid);
ItemPrototype const* proto = sObjectMgr.GetItemPrototype(itemid);
freeforall = proto && (proto->Flags & ITEM_PROTO_FLAG_PARTY_LOOT);
needs_quest = li.needs_quest;
@@ -402,7 +402,7 @@ void Loot::AddItem(LootStoreItem const & item)
// non-ffa conditionals are counted in FillNonQuestNonFFAConditionalLoot()
if (item.conditions.empty())
{
ItemPrototype const* proto = objmgr.GetItemPrototype(item.itemid);
ItemPrototype const* proto = sObjectMgr.GetItemPrototype(item.itemid);
if (!proto || (proto->Flags & ITEM_PROTO_FLAG_PARTY_LOOT) == 0)
++unlootedCount;
}
@@ -766,7 +766,7 @@ ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li)
{
b << uint32(li.itemid);
b << uint32(li.count); // nr of items of this type
b << uint32(objmgr.GetItemPrototype(li.itemid)->DisplayInfoID);
b << uint32(sObjectMgr.GetItemPrototype(li.itemid)->DisplayInfoID);
b << uint32(li.randomSuffix);
b << uint32(li.randomPropertyId);
//b << uint8(0); // slot type - will send after this function call
@@ -1452,7 +1452,7 @@ void LoadLootTemplates_Gameobject()
{
if (uint32 lootid = gInfo->GetLootId())
{
if (objmgr.IsGoOfSpecificEntrySpawned(gInfo->id) && ids_set.find(lootid) == ids_set.end())
if (sObjectMgr.IsGoOfSpecificEntrySpawned(gInfo->id) && ids_set.find(lootid) == ids_set.end())
LootTemplates_Gameobject.ReportNotExistedId(lootid);
else
ids_setUsed.insert(lootid);