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Get rid of Trinity Singleton and Threading patterns and replace them with ACE_Singletons and ACE_GUARD_x macro´s with ACE_Thread_Mutex´es respectively.
Also get rid of unused CountedReference class that used Trinity threading pattern. --HG-- branch : trunk
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@@ -189,9 +189,9 @@ struct boss_victor_nefariusAI : public ScriptedAI
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//Trinity::Singleton<MapManager>::Instance().GetMap(me->GetMapId(), me)->GetPlayers().begin();
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/*
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list <Player*>::const_iterator i = MapManager::Instance().GetMap(me->GetMapId(), me)->GetPlayers().begin();
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list <Player*>::const_iterator i = sMapMgr.GetMap(me->GetMapId(), me)->GetPlayers().begin();
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for (i = MapManager::Instance().GetMap(me->GetMapId(), me)->GetPlayers().begin(); i != MapManager::Instance().GetMap(me->GetMapId(), me)->GetPlayers().end(); ++i)
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for (i = sMapMgr.GetMap(me->GetMapId(), me)->GetPlayers().begin(); i != sMapMgr.GetMap(me->GetMapId(), me)->GetPlayers().end(); ++i)
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{
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AttackStart((*i));
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}
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@@ -288,7 +288,7 @@ struct boss_victor_nefariusAI : public ScriptedAI
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if (SpawnedAdds >= 42)
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{
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//Teleport Victor Nefarius way out of the map
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//MapManager::Instance().GetMap(me->GetMapId(), me)->CreatureRelocation(me,0,0,-5000,0);
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//sMapMgr.GetMap(me->GetMapId(), me)->CreatureRelocation(me,0,0,-5000,0);
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//Inturrupt any spell casting
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me->InterruptNonMeleeSpells(false);
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