Core/ObjectMgr: Refactor sItemStorage
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@@ -365,7 +365,7 @@ bool AchievementCriteriaData::Meets(uint32 criteria_id, Player const* source, Un
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}
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case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_EQUIPED_ITEM:
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{
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ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(miscvalue1);
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ItemTemplate const *pProto = sObjectMgr->GetItemTemplate(miscvalue1);
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if (!pProto)
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return false;
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return pProto->ItemLevel >= equipped_item.item_level && pProto->Quality >= equipped_item.item_quality;
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@@ -1252,7 +1252,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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if (miscValue2 != achievementCriteria->roll_greed_on_loot.rollValue)
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continue;
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ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(miscValue1);
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ItemTemplate const *pProto = sObjectMgr->GetItemTemplate(miscValue1);
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if (!pProto)
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continue;
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@@ -1380,7 +1380,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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// AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
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if (!miscValue1)
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continue;
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ItemPrototype const* proto = ObjectMgr::GetItemPrototype(miscValue1);
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(miscValue1);
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if (!proto || proto->Quality < ITEM_QUALITY_EPIC)
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continue;
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SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
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@@ -2426,7 +2426,7 @@ void AchievementGlobalMgr::LoadRewards()
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if (reward.itemId)
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{
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if (!ObjectMgr::GetItemPrototype(reward.itemId))
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if (!sObjectMgr->GetItemTemplate(reward.itemId))
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{
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sLog->outErrorDb("Table `achievement_reward` (Entry: %u) has invalid item id %u, reward mail will not contain item.", entry, reward.itemId);
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reward.itemId = 0;
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