Core: Removed more operator workarounds for ACE_Singleton (missed previously because of inconsistent naming)

--HG--
branch : trunk
This commit is contained in:
Shauren
2010-12-23 23:25:44 +01:00
parent 95daf7998f
commit 928443d899
245 changed files with 5711 additions and 5714 deletions

View File

@@ -165,7 +165,7 @@ void FollowerAI::EnterEvadeMode()
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
sLog.outDebug("TSCR: FollowerAI left combat, returning to CombatStartPosition.");
sLog->outDebug("TSCR: FollowerAI left combat, returning to CombatStartPosition.");
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
{
@@ -191,7 +191,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
{
if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
{
sLog.outDebug("TSCR: FollowerAI is set completed, despawns.");
sLog->outDebug("TSCR: FollowerAI is set completed, despawns.");
me->ForcedDespawn();
return;
}
@@ -202,7 +202,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
{
if (HasFollowState(STATE_FOLLOW_RETURNING))
{
sLog.outDebug("TSCR: FollowerAI is returning to leader.");
sLog->outDebug("TSCR: FollowerAI is returning to leader.");
RemoveFollowState(STATE_FOLLOW_RETURNING);
me->GetMotionMaster()->MoveFollow(pPlayer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
@@ -231,7 +231,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
if (bIsMaxRangeExceeded)
{
sLog.outDebug("TSCR: FollowerAI failed because player/group was to far away or not found");
sLog->outDebug("TSCR: FollowerAI failed because player/group was to far away or not found");
me->ForcedDespawn();
return;
}
@@ -274,13 +274,13 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
{
if (me->getVictim())
{
sLog.outDebug("TSCR: FollowerAI attempt to StartFollow while in combat.");
sLog->outDebug("TSCR: FollowerAI attempt to StartFollow while in combat.");
return;
}
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
sLog.outError("TSCR: FollowerAI attempt to StartFollow while already following.");
sLog->outError("TSCR: FollowerAI attempt to StartFollow while already following.");
return;
}
@@ -296,7 +296,7 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
{
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
sLog.outDebug("TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
sLog->outDebug("TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
}
me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
@@ -305,7 +305,7 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
me->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
sLog.outDebug("TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", pLeader->GetName(), m_uiLeaderGUID);
sLog->outDebug("TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", pLeader->GetName(), m_uiLeaderGUID);
}
Player* FollowerAI::GetLeaderForFollower()
@@ -324,7 +324,7 @@ Player* FollowerAI::GetLeaderForFollower()
if (pMember && pMember->isAlive() && me->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
{
sLog.outDebug("TSCR: FollowerAI GetLeader changed and returned new leader.");
sLog->outDebug("TSCR: FollowerAI GetLeader changed and returned new leader.");
m_uiLeaderGUID = pMember->GetGUID();
return pMember;
break;
@@ -334,7 +334,7 @@ Player* FollowerAI::GetLeaderForFollower()
}
}
sLog.outDebug("TSCR: FollowerAI GetLeader can not find suitable leader.");
sLog->outDebug("TSCR: FollowerAI GetLeader can not find suitable leader.");
return NULL;
}