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

@@ -107,7 +107,7 @@ WayPoint* SmartAI::GetNextWayPoint()
mLastWP = (*itr).second;
if (mLastWP->id != mCurrentWPID)
{
sLog.outError("SmartAI::GetNextWayPoint: Got not expected waypoint id %u, expected %u", mLastWP->id, mCurrentWPID);
sLog->outError("SmartAI::GetNextWayPoint: Got not expected waypoint id %u, expected %u", mLastWP->id, mCurrentWPID);
}
return (*itr).second;
}
@@ -118,7 +118,7 @@ void SmartAI::StartPath(bool run, uint32 path, bool repeat, Unit* /*invoker*/)
{
if (me->isInCombat())// no wp movement in combat
{
sLog.outError("SmartAI::StartPath: Creature entry %u wanted to start waypoint movement while in combat, ignoring.", me->GetEntry());
sLog->outError("SmartAI::StartPath: Creature entry %u wanted to start waypoint movement while in combat, ignoring.", me->GetEntry());
return;
}
if (HasEscortState(SMART_ESCORT_ESCORTING))
@@ -163,7 +163,7 @@ void SmartAI::PausePath(uint32 delay, bool forced)
return;
if (HasEscortState(SMART_ESCORT_PAUSED))
{
sLog.outError("SmartAI::StartPath: Creature entry %u wanted to pause waypoint movement while already paused, ignoring.", me->GetEntry());
sLog->outError("SmartAI::StartPath: Creature entry %u wanted to pause waypoint movement while already paused, ignoring.", me->GetEntry());
return;
}
mForcedPaused = forced;
@@ -845,7 +845,7 @@ void SmartGameObjectAI::Reset()
// Called when a player opens a gossip dialog with the gameobject.
bool SmartGameObjectAI::GossipHello(Player* player)
{
sLog.outDebug("SmartGameObjectAI::GossipHello");
sLog->outDebug("SmartGameObjectAI::GossipHello");
GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_HELLO, player, 0 ,0 , false, NULL, go);
return false;
}
@@ -909,7 +909,7 @@ class SmartTrigger : public AreaTriggerScript
bool OnTrigger(Player* player, AreaTriggerEntry const* trigger)
{
sLog.outDebug("AreaTrigger %u is using SmartTrigger script", trigger->id);
sLog->outDebug("AreaTrigger %u is using SmartTrigger script", trigger->id);
SmartScript script;
script.OnInitialize(NULL, trigger);
script.ProcessEventsFor(SMART_EVENT_AREATRIGGER_ONTRIGGER, player, trigger->id);