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[Hotfix] Fix ClientList Singleton Shortcomings of #4942
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@@ -34,8 +34,6 @@
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#include "../common/repositories/tributes_repository.h"
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#include "../common/repositories/tribute_levels_repository.h"
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extern ClientList client_list;
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std::map<uint32, TributeData> tribute_list;
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WorldGuildManager guild_mgr;
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@@ -102,7 +100,7 @@ void WorldGuildManager::ProcessZonePacket(ServerPacket *pack) {
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RefreshGuild(s->guild_id);
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//preform the local update
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client_list.UpdateClientGuild(s->char_id, s->guild_id);
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ClientList::Instance()->UpdateClientGuild(s->char_id, s->guild_id);
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//broadcast this update to any zone with a member in this guild.
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//because im sick of this not working, sending it to all zones, just spends a bit more bandwidth.
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@@ -306,7 +304,7 @@ void WorldGuildManager::Process()
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uint32 WorldGuildManager::GetGuildTributeCost(uint32 guild_id)
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{
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auto guild_members = client_list.GetGuildClientsWithTributeOptIn(guild_id);
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auto guild_members = ClientList::Instance()->GetGuildClientsWithTributeOptIn(guild_id);
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auto total = guild_members.size();
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auto total_cost = 0;
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