Core: Removed more operator workarounds for ACE_Singleton (missed previously because of inconsistent naming)
--HG-- branch : trunk
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@@ -274,11 +274,11 @@ Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool /*insign
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//in fact this function is called from several places
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//even when player doesn't have a corpse, not an error
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// TODO: really, now...
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//sLog.outError("Try remove corpse that not in map for GUID %ul", player_guid);
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//sLog->outError("Try remove corpse that not in map for GUID %ul", player_guid);
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return NULL;
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}
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sLog.outStaticDebug("Deleting Corpse and spawned bones.");
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sLog->outStaticDebug("Deleting Corpse and spawned bones.");
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//Map* map = corpse->FindMap();
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@@ -306,7 +306,7 @@ Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool /*insign
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// create the bones only if the map and the grid is loaded at the corpse's location
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// ignore bones creating option in case insignia
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if (map && (insignia ||
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(map->IsBattlegroundOrArena() ? sWorld.getIntConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld.getIntConfig(CONFIG_DEATH_BONES_WORLD))) &&
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(map->IsBattlegroundOrArena() ? sWorld->getIntConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld->getIntConfig(CONFIG_DEATH_BONES_WORLD))) &&
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!map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
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{
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// Create bones, don't change Corpse
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