Core: Removed more operator workarounds for ACE_Singleton (missed previously because of inconsistent naming)

--HG--
branch : trunk
This commit is contained in:
Shauren
2010-12-23 23:25:44 +01:00
parent 95daf7998f
commit 928443d899
245 changed files with 5711 additions and 5714 deletions
+3 -3
View File
@@ -274,11 +274,11 @@ Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool /*insign
//in fact this function is called from several places
//even when player doesn't have a corpse, not an error
// TODO: really, now...
//sLog.outError("Try remove corpse that not in map for GUID %ul", player_guid);
//sLog->outError("Try remove corpse that not in map for GUID %ul", player_guid);
return NULL;
}
sLog.outStaticDebug("Deleting Corpse and spawned bones.");
sLog->outStaticDebug("Deleting Corpse and spawned bones.");
//Map* map = corpse->FindMap();
@@ -306,7 +306,7 @@ Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool /*insign
// create the bones only if the map and the grid is loaded at the corpse's location
// ignore bones creating option in case insignia
if (map && (insignia ||
(map->IsBattlegroundOrArena() ? sWorld.getIntConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld.getIntConfig(CONFIG_DEATH_BONES_WORLD))) &&
(map->IsBattlegroundOrArena() ? sWorld->getIntConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld->getIntConfig(CONFIG_DEATH_BONES_WORLD))) &&
!map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
{
// Create bones, don't change Corpse