[7362] Use IN_MILISECONDS where appropriate, other cleanups. Author: VladimirMangos
--HG-- branch : trunk
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@@ -1076,7 +1076,7 @@ uint32 GameEvent::Update() // return the next e
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for(std::set<uint16>::iterator itr = deactivate.begin(); itr != deactivate.end(); ++itr)
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StopEvent(*itr);
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sLog.outDetail("Next game event check in %u seconds.", nextEventDelay + 1);
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return (nextEventDelay + 1) * 1000; // Add 1 second to be sure event has started/stopped at next call
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return (nextEventDelay + 1) * IN_MILISECONDS; // Add 1 second to be sure event has started/stopped at next call
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}
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void GameEvent::UnApplyEvent(uint16 event_id)
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