Code style (game + scripts only):
"for(" --> "for ("
--HG--
branch : trunk
This commit is contained in:
@@ -192,7 +192,7 @@ GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, Group* grp, BattleG
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//ACE_Guard<ACE_Recursive_Thread_Mutex> guard(m_Lock);
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if (grp)
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{
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for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
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for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
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{
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Player *member = itr->getSource();
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if(!member)
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@@ -227,10 +227,10 @@ GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, Group* grp, BattleG
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uint32 q_min_level = backetEntry->minLevel;
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uint32 q_max_level = backetEntry->maxLevel;
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GroupsQueueType::const_iterator itr;
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for(itr = m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_ALLIANCE].begin(); itr != m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_ALLIANCE].end(); ++itr)
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for (itr = m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_ALLIANCE].begin(); itr != m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_ALLIANCE].end(); ++itr)
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if (!(*itr)->IsInvitedToBGInstanceGUID)
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qAlliance += (*itr)->Players.size();
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for(itr = m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_HORDE].begin(); itr != m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_HORDE].end(); ++itr)
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for (itr = m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_HORDE].begin(); itr != m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_HORDE].end(); ++itr)
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if (!(*itr)->IsInvitedToBGInstanceGUID)
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qHorde += (*itr)->Players.size();
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@@ -332,7 +332,7 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou
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//they leave groupinfo so we can't use its players size to find out index
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for (uint32 j = index; j < BG_QUEUE_GROUP_TYPES_COUNT; j += BG_QUEUE_NORMAL_ALLIANCE)
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{
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for(group_itr_tmp = m_QueuedGroups[bracket_id_tmp][j].begin(); group_itr_tmp != m_QueuedGroups[bracket_id_tmp][j].end(); ++group_itr_tmp)
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for (group_itr_tmp = m_QueuedGroups[bracket_id_tmp][j].begin(); group_itr_tmp != m_QueuedGroups[bracket_id_tmp][j].end(); ++group_itr_tmp)
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{
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if ((*group_itr_tmp) == group)
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{
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@@ -598,10 +598,10 @@ bool BattleGroundQueue::CheckPremadeMatch(BattleGroundBracketId bracket_id, uint
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//start premade match
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//if groups aren't invited
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GroupsQueueType::const_iterator ali_group, horde_group;
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for( ali_group = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].begin(); ali_group != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++ali_group)
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for ( ali_group = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].begin(); ali_group != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++ali_group)
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if (!(*ali_group)->IsInvitedToBGInstanceGUID)
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break;
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for( horde_group = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].begin(); horde_group != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].end(); ++horde_group)
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for ( horde_group = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].begin(); horde_group != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].end(); ++horde_group)
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if (!(*horde_group)->IsInvitedToBGInstanceGUID)
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break;
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@@ -614,7 +614,7 @@ bool BattleGroundQueue::CheckPremadeMatch(BattleGroundBracketId bracket_id, uint
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GroupsQueueType::const_iterator itr;
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for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
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{
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for(itr = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin(); itr != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++itr)
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for (itr = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin(); itr != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++itr)
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{
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//if itr can join BG and player count is less that maxPlayers, then add group to selectionpool
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if (!(*itr)->IsInvitedToBGInstanceGUID && !m_SelectionPools[i].AddGroup((*itr), maxPlayers))
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@@ -654,7 +654,7 @@ bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BattleGround
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for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
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{
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itr_team[i] = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin();
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for(; itr_team[i] != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++(itr_team[i]))
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for (; itr_team[i] != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++(itr_team[i]))
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{
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if (!(*(itr_team[i]))->IsInvitedToBGInstanceGUID)
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{
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@@ -673,7 +673,7 @@ bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BattleGround
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{
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//we will try to invite more groups to team with less players indexed by j
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++(itr_team[j]); //this will not cause a crash, because for cycle above reached break;
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for(; itr_team[j] != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + j].end(); ++(itr_team[j]))
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for (; itr_team[j] != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + j].end(); ++(itr_team[j]))
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{
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if (!(*(itr_team[j]))->IsInvitedToBGInstanceGUID)
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if (!m_SelectionPools[j].AddGroup(*(itr_team[j]), m_SelectionPools[(j + 1) % BG_TEAMS_COUNT].GetPlayerCount()))
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@@ -710,7 +710,7 @@ bool BattleGroundQueue::CheckSkirmishForSameFaction(BattleGroundBracketId bracke
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GroupQueueInfo* ginfo = m_SelectionPools[teamIndex].SelectedGroups.back();
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//set itr_team to group that was added to selection pool latest
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GroupsQueueType::iterator itr_team = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].begin();
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for(; itr_team != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team)
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for (; itr_team != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team)
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if (ginfo == *itr_team)
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break;
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if (itr_team == m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end())
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@@ -718,7 +718,7 @@ bool BattleGroundQueue::CheckSkirmishForSameFaction(BattleGroundBracketId bracke
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GroupsQueueType::iterator itr_team2 = itr_team;
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++itr_team2;
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//invite players to other selection pool
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for(; itr_team2 != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team2)
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for (; itr_team2 != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team2)
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{
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//if selection pool is full then break;
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if (!(*itr_team2)->IsInvitedToBGInstanceGUID && !m_SelectionPools[otherTeam].AddGroup(*itr_team2, minPlayersPerTeam))
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@@ -737,7 +737,7 @@ bool BattleGroundQueue::CheckSkirmishForSameFaction(BattleGroundBracketId bracke
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//remove team from old queue
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GroupsQueueType::iterator itr2 = itr_team;
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++itr2;
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for(; itr2 != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr2)
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for (; itr2 != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr2)
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{
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if (*itr2 == *itr)
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{
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@@ -946,7 +946,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BattleGroundBracketI
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{
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// take the group that joined first
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itr_team[i] = m_QueuedGroups[bracket_id][i].begin();
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for(; itr_team[i] != m_QueuedGroups[bracket_id][i].end(); ++(itr_team[i]))
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for (; itr_team[i] != m_QueuedGroups[bracket_id][i].end(); ++(itr_team[i]))
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{
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// if group match conditions, then add it to pool
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if( !(*itr_team[i])->IsInvitedToBGInstanceGUID
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@@ -967,7 +967,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BattleGroundBracketI
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{
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itr_team[BG_TEAM_ALLIANCE] = itr_team[BG_TEAM_HORDE];
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++itr_team[BG_TEAM_ALLIANCE];
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for(; itr_team[BG_TEAM_ALLIANCE] != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].end(); ++(itr_team[BG_TEAM_ALLIANCE]))
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for (; itr_team[BG_TEAM_ALLIANCE] != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].end(); ++(itr_team[BG_TEAM_ALLIANCE]))
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{
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if( !(*itr_team[BG_TEAM_ALLIANCE])->IsInvitedToBGInstanceGUID
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&& (((*itr_team[BG_TEAM_ALLIANCE])->ArenaTeamRating >= arenaMinRating && (*itr_team[BG_TEAM_ALLIANCE])->ArenaTeamRating <= arenaMaxRating)
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@@ -983,7 +983,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BattleGroundBracketI
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{
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itr_team[BG_TEAM_HORDE] = itr_team[BG_TEAM_ALLIANCE];
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++itr_team[BG_TEAM_HORDE];
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for(; itr_team[BG_TEAM_HORDE] != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++(itr_team[BG_TEAM_HORDE]))
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for (; itr_team[BG_TEAM_HORDE] != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++(itr_team[BG_TEAM_HORDE]))
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{
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if( !(*itr_team[BG_TEAM_HORDE])->IsInvitedToBGInstanceGUID
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&& (((*itr_team[BG_TEAM_HORDE])->ArenaTeamRating >= arenaMinRating && (*itr_team[BG_TEAM_HORDE])->ArenaTeamRating <= arenaMaxRating)
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@@ -1221,8 +1221,8 @@ void BattleGroundMgr::Update(uint32 diff)
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{
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// forced update for rated arenas (scan all, but skipped non rated)
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sLog.outDebug("BattleGroundMgr: UPDATING ARENA QUEUES");
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for(int qtype = BATTLEGROUND_QUEUE_2v2; qtype <= BATTLEGROUND_QUEUE_5v5; ++qtype)
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for(int bracket = BG_BRACKET_ID_FIRST; bracket < MAX_BATTLEGROUND_BRACKETS; ++bracket)
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for (int qtype = BATTLEGROUND_QUEUE_2v2; qtype <= BATTLEGROUND_QUEUE_5v5; ++qtype)
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for (int bracket = BG_BRACKET_ID_FIRST; bracket < MAX_BATTLEGROUND_BRACKETS; ++bracket)
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m_BattleGroundQueues[qtype].Update(
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BATTLEGROUND_AA, BattleGroundBracketId(bracket),
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BattleGroundMgr::BGArenaType(BattleGroundQueueTypeId(qtype)), true, 0);
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@@ -1508,7 +1508,7 @@ uint32 BattleGroundMgr::CreateClientVisibleInstanceId(BattleGroundTypeId bgTypeI
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// the following works, because std::set is default ordered with "<"
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// the optimalization would be to use as bitmask std::vector<uint32> - but that would only make code unreadable
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uint32 lastId = 0;
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for(std::set<uint32>::iterator itr = m_ClientBattleGroundIds[bgTypeId][bracket_id].begin(); itr != m_ClientBattleGroundIds[bgTypeId][bracket_id].end();)
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for (std::set<uint32>::iterator itr = m_ClientBattleGroundIds[bgTypeId][bracket_id].begin(); itr != m_ClientBattleGroundIds[bgTypeId][bracket_id].end();)
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{
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if( (++lastId) != *itr) //if there is a gap between the ids, we will break..
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break;
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@@ -1871,7 +1871,7 @@ void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket *data, const uint6
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if(PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgTemplate->GetMapId(),plr->getLevel()))
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{
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BattleGroundBracketId bracketId = bracketEntry->GetBracketId();
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for(std::set<uint32>::iterator itr = m_ClientBattleGroundIds[bgTypeId][bracketId].begin(); itr != m_ClientBattleGroundIds[bgTypeId][bracketId].end();++itr)
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for (std::set<uint32>::iterator itr = m_ClientBattleGroundIds[bgTypeId][bracketId].begin(); itr != m_ClientBattleGroundIds[bgTypeId][bracketId].end();++itr)
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{
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*data << uint32(*itr);
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++count;
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