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refactor(Core/Misc): acore to Acore (#6043)
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@@ -334,7 +334,7 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 trig
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return /*object.guid == triggerFrom ||*/ !spawns.IsActiveObject<T>(object.guid);
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});
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acore::Containers::RandomResize(rolledObjects, count);
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Acore::Containers::RandomResize(rolledObjects, count);
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}
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// try to spawn rolled objects
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@@ -495,7 +495,7 @@ void PoolGroup<Quest>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32
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{
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do
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{
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uint32 questId = acore::Containers::SelectRandomContainerElement(currentQuests);
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uint32 questId = Acore::Containers::SelectRandomContainerElement(currentQuests);
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newQuests.insert(questId);
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currentQuests.erase(questId);
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} while (newQuests.size() < limit && !currentQuests.empty()); // failsafe
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@@ -507,7 +507,7 @@ void PoolGroup<Quest>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32
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// activate <limit> random quests
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do
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{
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uint32 questId = acore::Containers::SelectRandomContainerElement(newQuests);
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uint32 questId = Acore::Containers::SelectRandomContainerElement(newQuests);
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spawns.ActivateObject<Quest>(questId, poolId);
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PoolObject tempObj(questId, 0.0f);
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Spawn1Object(&tempObj);
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