Add spaces after commas
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@@ -121,13 +121,13 @@ uint32 LootStore::LoadLootTable()
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if (maxcount > std::numeric_limits<uint8>::max())
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{
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sLog->outErrorDb("Table '%s' entry %d item %d: maxcount value (%u) to large. must be less %u - skipped", GetName(), entry, item, maxcount,std::numeric_limits<uint8>::max());
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sLog->outErrorDb("Table '%s' entry %d item %d: maxcount value (%u) to large. must be less %u - skipped", GetName(), entry, item, maxcount, std::numeric_limits<uint8>::max());
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continue; // error already printed to log/console.
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}
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LootStoreItem storeitem = LootStoreItem(item, chanceOrQuestChance, lootmode, group, mincountOrRef, maxcount);
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if (!storeitem.IsValid(*this,entry)) // Validity checks
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if (!storeitem.IsValid(*this, entry)) // Validity checks
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continue;
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// Looking for the template of the entry
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@@ -167,7 +167,7 @@ bool LootStore::HaveQuestLootFor(uint32 loot_id) const
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return itr->second->HasQuestDrop(m_LootTemplates);
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}
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bool LootStore::HaveQuestLootForPlayer(uint32 loot_id,Player* player) const
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bool LootStore::HaveQuestLootForPlayer(uint32 loot_id, Player* player) const
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{
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LootTemplateMap::const_iterator tab = m_LootTemplates.find(loot_id);
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if (tab != m_LootTemplates.end())
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@@ -219,19 +219,19 @@ uint32 LootStore::LoadAndCollectLootIds(LootIdSet& ids_set)
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void LootStore::CheckLootRefs(LootIdSet* ref_set) const
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{
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for (LootTemplateMap::const_iterator ltItr = m_LootTemplates.begin(); ltItr != m_LootTemplates.end(); ++ltItr)
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ltItr->second->CheckLootRefs(m_LootTemplates,ref_set);
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ltItr->second->CheckLootRefs(m_LootTemplates, ref_set);
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}
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void LootStore::ReportUnusedIds(LootIdSet const& ids_set) const
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{
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// all still listed ids isn't referenced
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for (LootIdSet::const_iterator itr = ids_set.begin(); itr != ids_set.end(); ++itr)
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sLog->outErrorDb("Table '%s' entry %d isn't %s and not referenced from loot, and then useless.", GetName(), *itr,GetEntryName());
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sLog->outErrorDb("Table '%s' entry %d isn't %s and not referenced from loot, and then useless.", GetName(), *itr, GetEntryName());
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}
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void LootStore::ReportNotExistedId(uint32 id) const
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{
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sLog->outErrorDb("Table '%s' entry %d (%s) not exist but used as loot id in DB.", GetName(), id,GetEntryName());
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sLog->outErrorDb("Table '%s' entry %d (%s) not exist but used as loot id in DB.", GetName(), id, GetEntryName());
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}
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//
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@@ -953,7 +953,7 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
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}
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//update number of items shown
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b.put<uint8>(count_pos,itemsShown);
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b.put<uint8>(count_pos, itemsShown);
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return b;
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}
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@@ -1333,7 +1333,7 @@ void LootTemplate::Verify(LootStore const& lootstore, uint32 id) const
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{
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// Checking group chances
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for (uint32 i=0; i < Groups.size(); ++i)
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Groups[i].Verify(lootstore,id,i+1);
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Groups[i].Verify(lootstore, id, i+1);
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// TODO: References validity checks
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}
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@@ -1352,7 +1352,7 @@ void LootTemplate::CheckLootRefs(LootTemplateMap const& store, LootIdSet* ref_se
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}
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for (LootGroups::const_iterator grItr = Groups.begin(); grItr != Groups.end(); ++grItr)
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grItr->CheckLootRefs(store,ref_set);
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grItr->CheckLootRefs(store, ref_set);
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}
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bool LootTemplate::addConditionItem(Condition* cond)
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{
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@@ -192,7 +192,7 @@ class LootStore
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bool HaveLootFor(uint32 loot_id) const { return m_LootTemplates.find(loot_id) != m_LootTemplates.end(); }
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bool HaveQuestLootFor(uint32 loot_id) const;
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bool HaveQuestLootForPlayer(uint32 loot_id,Player* player) const;
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bool HaveQuestLootForPlayer(uint32 loot_id, Player* player) const;
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LootTemplate const* GetLootFor(uint32 loot_id) const;
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void ResetConditions();
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@@ -359,7 +359,7 @@ struct LootView
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Loot &loot;
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Player *viewer;
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PermissionTypes permission;
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LootView(Loot &_loot, Player *_viewer,PermissionTypes _permission = ALL_PERMISSION)
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LootView(Loot &_loot, Player *_viewer, PermissionTypes _permission = ALL_PERMISSION)
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: loot(_loot), viewer(_viewer), permission(_permission) {}
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};
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