Core: Fix more some codestyle

This commit is contained in:
Vincent_Michael committed 2012-12-22 01:13:56 +01:00
1 parent 95a201352d
commit a3b34e2894
4 files changed
+3 -10

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-7
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@@ -1234,7 +1234,6 @@ void Item::ItemContainerSaveLootToDB()
// Save items
if (!loot.isLooted())
{
PreparedStatement* stmt_items = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_ITEMS);
stmt_items->setUInt32(0, container_id);
trans->Append(stmt_items);
@@ -1300,7 +1299,6 @@ bool Item::ItemContainerLoadLootFromDB()
// Get a LootTemplate for the container item. This is where
// the saved loot was originally rolled from, we will copy conditions from it
LootTemplate const* lt = LootTemplates_Item.GetLootFor(GetEntry());
if (lt)
{
do
@@ -1351,7 +1349,6 @@ bool Item::ItemContainerLoadLootFromDB()
void Item::ItemContainerDeleteLootItemsFromDB()
{
// Deletes items associated with an openable item from the DB
uint32 containerId = GetGUIDLow();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_ITEMS);
stmt->setUInt32(0, containerId);
@@ -1363,7 +1360,6 @@ void Item::ItemContainerDeleteLootItemsFromDB()
void Item::ItemContainerDeleteLootItemFromDB(uint32 itemID)
{
// Deletes a single item associated with an openable item from the DB
uint32 containerId = GetGUIDLow();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_ITEM);
stmt->setUInt32(0, containerId);
@@ -1376,7 +1372,6 @@ void Item::ItemContainerDeleteLootItemFromDB(uint32 itemID)
void Item::ItemContainerDeleteLootMoneyFromDB()
{
// Deletes the money loot associated with an openable item from the DB
uint32 containerId = GetGUIDLow();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_MONEY);
stmt->setUInt32(0, containerId);
@@ -1388,8 +1383,6 @@ void Item::ItemContainerDeleteLootMoneyFromDB()
void Item::ItemContainerDeleteLootMoneyAndLootItemsFromDB()
{
// Deletes money and items associated with an openable item from the DB
ItemContainerDeleteLootMoneyFromDB();
ItemContainerDeleteLootItemsFromDB();
}
+1 -1
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@@ -5598,7 +5598,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
ok = true;
}
// The spell usually only hits one target, but it should hit every player
// The spell usually only hits one target, but it should hit every player
// which applied Shadows Fate at least once to the victim.
if (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->GetQuestStatus(24547) == QUEST_STATUS_INCOMPLETE)
{
@@ -59,7 +59,7 @@ enum Emotes
EMOTE_SLOW = 0,
EMOTE_FREEZE = 1,
EMOTE_FROZEN = 2,
EMOTE_CRACK = 3,
EMOTE_SHATTER = 4,
EMOTE_EXPLODE = 5
+1 -1
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@@ -323,7 +323,7 @@ public:
}
void IsSummonedBy(Unit* /*summoner*/)
{
{
std::list<Player*> playerOnQuestList;
Trinity::AnyPlayerInObjectRangeCheck checker(me, 5.0f);
Trinity::PlayerListSearcher<Trinity::AnyPlayerInObjectRangeCheck> searcher(me, playerOnQuestList, checker);