Code style (game + scripts only):
"for(" --> "for ("
--HG--
branch : trunk
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@@ -451,7 +451,7 @@ void InstanceSaveManager::LoadResetTimes()
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}
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// schedule the reset times
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for(InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr)
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for (InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr)
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if(itr->second.second > now)
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ScheduleReset(true, itr->second.second, InstResetEvent(0, PAIR32_LOPART(itr->second.first),Difficulty(PAIR32_HIPART(itr->second.first)),itr->first));
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}
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@@ -491,7 +491,7 @@ void InstanceSaveManager::LoadResetTimes()
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// calculate new global reset times for expired instances and those that have never been reset yet
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// add the global reset times to the priority queue
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for(MapDifficultyMap::const_iterator itr = sMapDifficultyMap.begin(); itr != sMapDifficultyMap.end(); ++itr)
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for (MapDifficultyMap::const_iterator itr = sMapDifficultyMap.begin(); itr != sMapDifficultyMap.end(); ++itr)
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{
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uint32 map_diff_pair = itr->first;
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uint32 mapid = PAIR32_LOPART(map_diff_pair);
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@@ -527,13 +527,13 @@ void InstanceSaveManager::LoadResetTimes()
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// schedule the global reset/warning
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uint8 type = 1;
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static int tim[4] = {3600, 900, 300, 60};
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for(; type < 4; type++)
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for (; type < 4; type++)
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if(t - tim[type-1] > now)
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break;
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ScheduleReset(true, t - tim[type-1], InstResetEvent(type, mapid, difficulty, -1));
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for(ResetTimeMapDiffInstances::const_iterator in_itr = mapDiffResetInstances.lower_bound(map_diff_pair);
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for (ResetTimeMapDiffInstances::const_iterator in_itr = mapDiffResetInstances.lower_bound(map_diff_pair);
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in_itr != mapDiffResetInstances.upper_bound(map_diff_pair); ++in_itr)
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{
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ScheduleReset(true, t - tim[type-1], InstResetEvent(type, mapid, difficulty, in_itr->second));
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