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Core: Removed more operator workarounds for ACE_Singleton (missed previously because of inconsistent naming)
--HG-- branch : trunk
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@@ -41,7 +41,7 @@ void InstanceScript::HandleGameObject(uint64 GUID, bool open, GameObject *go)
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if (go)
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go->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
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else
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sLog.outDebug("TSCR: InstanceScript: HandleGameObject failed");
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sLog->outDebug("TSCR: InstanceScript: HandleGameObject failed");
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}
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bool InstanceScript::IsEncounterInProgress() const
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@@ -62,7 +62,7 @@ void InstanceScript::LoadMinionData(const MinionData *data)
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++data;
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}
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sLog.outDebug("InstanceScript::LoadMinionData: " UI64FMTD " minions loaded.", uint64(minions.size()));
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sLog->outDebug("InstanceScript::LoadMinionData: " UI64FMTD " minions loaded.", uint64(minions.size()));
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}
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void InstanceScript::LoadDoorData(const DoorData *data)
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@@ -74,7 +74,7 @@ void InstanceScript::LoadDoorData(const DoorData *data)
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++data;
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}
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sLog.outDebug("InstanceScript::LoadDoorData: " UI64FMTD " doors loaded.", uint64(doors.size()));
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sLog->outDebug("InstanceScript::LoadDoorData: " UI64FMTD " doors loaded.", uint64(doors.size()));
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}
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void InstanceScript::UpdateMinionState(Creature *minion, EncounterState state)
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@@ -127,7 +127,7 @@ void InstanceScript::UpdateDoorState(GameObject *door)
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}
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door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
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//sLog.outError("Door %u is %s.", door->GetEntry(), open ? "opened" : "closed");
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//sLog->outError("Door %u is %s.", door->GetEntry(), open ? "opened" : "closed");
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}
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void InstanceScript::AddDoor(GameObject *door, bool add)
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@@ -193,7 +193,7 @@ bool InstanceScript::SetBossState(uint32 id, EncounterState state)
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if (bossInfo->state == TO_BE_DECIDED) // loading
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{
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bossInfo->state = state;
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//sLog.outError("Inialize boss %u state as %u.", id, (uint32)state);
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//sLog->outError("Inialize boss %u state as %u.", id, (uint32)state);
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return false;
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}
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else
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@@ -263,7 +263,7 @@ void InstanceScript::DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime,
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pGo->ResetDoorOrButton();
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}
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else
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sLog.outError("SD2: Script call DoUseDoorOrButton, but gameobject entry %u is type %u.",pGo->GetEntry(),pGo->GetGoType());
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sLog->outError("SD2: Script call DoUseDoorOrButton, but gameobject entry %u is type %u.",pGo->GetEntry(),pGo->GetGoType());
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}
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}
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@@ -294,7 +294,7 @@ void InstanceScript::DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData)
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pPlayer->SendUpdateWorldState(uiStateId, uiStateData);
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}
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else
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sLog.outDebug("TSCR: DoUpdateWorldState attempt send data but no players in map.");
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sLog->outDebug("TSCR: DoUpdateWorldState attempt send data but no players in map.");
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}
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// Send Notify to all players in instance
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@@ -325,7 +325,7 @@ void InstanceScript::DoCompleteAchievement(uint32 achievement)
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if (!pAE)
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{
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sLog.outError("TSCR: DoCompleteAchievement called for not existing achievement %u", achievement);
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sLog->outError("TSCR: DoCompleteAchievement called for not existing achievement %u", achievement);
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return;
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}
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@@ -381,7 +381,7 @@ void InstanceScript::DoRemoveAurasDueToSpellOnPlayers(uint32 spell)
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bool InstanceScript::CheckAchievementCriteriaMeet(uint32 criteria_id, Player const* /*source*/, Unit const* /*target*/ /*= NULL*/, uint32 /*miscvalue1*/ /*= 0*/)
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{
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sLog.outError("Achievement system call InstanceScript::CheckAchievementCriteriaMeet but instance script for map %u not have implementation for achievement criteria %u",
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sLog->outError("Achievement system call InstanceScript::CheckAchievementCriteriaMeet but instance script for map %u not have implementation for achievement criteria %u",
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instance->GetId(),criteria_id);
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return false;
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}
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