Core: Removed more operator workarounds for ACE_Singleton (missed previously because of inconsistent naming)
--HG-- branch : trunk
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@@ -76,7 +76,7 @@ HomeMovementGenerator<Creature>::Update(Creature &owner, const uint32& time_diff
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// restore orientation of not moving creature at returning to home
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if (owner.GetDefaultMovementType() == IDLE_MOTION_TYPE)
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{
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//sLog.outDebug("Entering HomeMovement::GetDestination(z,y,z)");
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//sLog->outDebug("Entering HomeMovement::GetDestination(z,y,z)");
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owner.SetOrientation(ori);
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WorldPacket packet;
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owner.BuildHeartBeatMsg(&packet);
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@@ -99,6 +99,6 @@ void AssistanceMovementGenerator::Finalize(Unit &unit)
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unit.ToCreature()->SetNoCallAssistance(false);
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unit.ToCreature()->CallAssistance();
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if (unit.isAlive())
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unit.GetMotionMaster()->MoveSeekAssistanceDistract(sWorld.getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY));
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unit.GetMotionMaster()->MoveSeekAssistanceDistract(sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY));
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}
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@@ -288,7 +288,7 @@ bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
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{
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DoEventIfAny(player,(*i_path)[i_currentNode], true);
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sLog.outStaticDebug("loading node %u for player %s", i_currentNode, player.GetName());
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sLog->outStaticDebug("loading node %u for player %s", i_currentNode, player.GetName());
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if ((*i_path)[i_currentNode].mapid == curMap)
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{
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// do not send movement, it was sent already
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@@ -350,18 +350,18 @@ void FlightPathMovementGenerator::PreloadEndGrid()
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// Load the grid
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if (endMap)
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{
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sLog.outDetail("Preloading flightmaster at grid (%f, %f) for map %u", m_endGridX, m_endGridY, m_endMapId);
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sLog->outDetail("Preloading flightmaster at grid (%f, %f) for map %u", m_endGridX, m_endGridY, m_endMapId);
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endMap->LoadGrid(m_endGridX, m_endGridY);
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}
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else
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sLog.outDetail("Unable to determine map to preload flightmaster grid");
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sLog->outDetail("Unable to determine map to preload flightmaster grid");
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}
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void FlightPathMovementGenerator::DoEventIfAny(Player& player, TaxiPathNodeEntry const& node, bool departure)
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{
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if (uint32 eventid = departure ? node.departureEventID : node.arrivalEventID)
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{
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sLog.outDebug("Taxi %s event %u of node %u of path %u for player %s", departure ? "departure" : "arrival", eventid, node.index, node.path, player.GetName());
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sLog->outDebug("Taxi %s event %u of node %u of path %u for player %s", departure ? "departure" : "arrival", eventid, node.index, node.path, player.GetName());
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player.GetMap()->ScriptsStart(sEventScripts, eventid, &player, &player);
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}
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}
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