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* Some singleton renames for consistency:
accmgr -> AccountMgr objmgr -> ObjectMgr auctionmgr -> sAuctionMgr spellmgr -> sSpellMgr CreatureEAI_Mgr -> sEventAIMgr achievementmgr -> sAchievementMgr gameeventmgr -> sGameEventMgr sInstanceSaveManager -> sInstanceSaveMgr poolhandler -> sPoolMgr --HG-- branch : trunk
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@@ -278,7 +278,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
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if (res)
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{
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// then some spillover calculation here if it exist
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if (RepSpilloverTemplate const * repTemplate = objmgr.GetRepSpilloverTemplate(factionEntry->ID))
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if (RepSpilloverTemplate const * repTemplate = sObjectMgr.GetRepSpilloverTemplate(factionEntry->ID))
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{
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for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
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{
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