refactor(Core): Rename ...Manager to ...Mgr (#6910)
* Rename MapManager.h to MapMgr.h * Rename BanManager.h to BanMgr.h * Rename MapManager.cpp to MapMgr.cpp * Rename BanManager.cpp to BanMgr.cpp * Rename MapRefManager.h to MapRefMgr.h * Rename ThreatManager.h to ThreatMgr.h * Rename GridRefManager.h to GridRefMgr.h * Rename ThreatManager.cpp to ThreatMgr.cpp * Rename GroupRefManager.h to GroupRefMgr.h * Rename HostileRefManager.h to HostileRefMgr.h * Rename HostileRefManager.cpp to HostileRefMgr.cpp * Rename MMapManager.h to MMapMgr.h * Rename FollowerRefManager.h to FollowerRefMgr.h * Rename VMapManager2.h to VMapMgr2.h * Rename IVMapManager.h to IVMapMgr.h * Rename MMapManager.cpp to MMapMgr.cpp * Rename VMapManager2.cpp to VMapMgr2.cpp * Rename RefManager.h to RefMgr.h * Rename WaypointManager.h to WaypointMgr.h * Rename WaypointManager.cpp to WaypointMgr.cpp * Rename MPQManager.h to MPQMgr.h * Rename MPQManager.cpp to MPQMgr.cpp * Rename IMMAPManager.h to IMMAPMgr.h * fix build * Update Main.cpp * chore(Core/Misc): Remove toxic language * Revert "chore(Core/Misc): Remove toxic language" * fix build * build
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@@ -11,7 +11,7 @@
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#include "ConditionMgr.h"
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#include "ItemEnchantmentMgr.h"
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#include "ObjectGuid.h"
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#include "RefManager.h"
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#include "RefMgr.h"
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#include "SharedDefines.h"
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#include <list>
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#include <map>
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@@ -278,13 +278,13 @@ public:
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//=====================================================
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class LootValidatorRefManager : public RefManager<Loot, LootValidatorRef>
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class LootValidatorRefMgr : public RefMgr<Loot, LootValidatorRef>
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{
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public:
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typedef LinkedListHead::Iterator< LootValidatorRef > iterator;
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LootValidatorRef* getFirst() { return (LootValidatorRef*)RefManager<Loot, LootValidatorRef>::getFirst(); }
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LootValidatorRef* getLast() { return (LootValidatorRef*)RefManager<Loot, LootValidatorRef>::getLast(); }
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LootValidatorRef* getFirst() { return (LootValidatorRef*)RefMgr<Loot, LootValidatorRef>::getFirst(); }
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LootValidatorRef* getLast() { return (LootValidatorRef*)RefMgr<Loot, LootValidatorRef>::getLast(); }
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iterator begin() { return iterator(getFirst()); }
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iterator end() { return iterator(nullptr); }
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@@ -324,7 +324,7 @@ struct Loot
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// if loot becomes invalid this reference is used to inform the listener
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void addLootValidatorRef(LootValidatorRef* pLootValidatorRef)
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{
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i_LootValidatorRefManager.insertFirst(pLootValidatorRef);
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i_LootValidatorRefMgr.insertFirst(pLootValidatorRef);
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}
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// void clear();
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@@ -348,7 +348,7 @@ struct Loot
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gold = 0;
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unlootedCount = 0;
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roundRobinPlayer.Clear();
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i_LootValidatorRefManager.clearReferences();
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i_LootValidatorRefMgr.clearReferences();
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loot_type = LOOT_NONE;
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}
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@@ -386,7 +386,7 @@ private:
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QuestItemMap PlayerNonQuestNonFFAConditionalItems;
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// All rolls are registered here. They need to know, when the loot is not valid anymore
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LootValidatorRefManager i_LootValidatorRefManager;
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LootValidatorRefMgr i_LootValidatorRefMgr;
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};
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struct LootView
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