Code style (game + scripts only):
"while(" --> "while ("
--HG--
branch : trunk
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@@ -482,7 +482,7 @@ void InstanceSaveManager::LoadResetTimes()
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CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty = '%u'", newresettime, mapid, difficulty);
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SetResetTimeFor(mapid,difficulty,newresettime);
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} while(result->NextRow());
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} while (result->NextRow());
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}
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// clean expired instances, references to them will be deleted in CleanupInstances
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@@ -566,7 +566,7 @@ void InstanceSaveManager::ScheduleReset(bool add, time_t time, InstResetEvent ev
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void InstanceSaveManager::Update()
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{
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time_t now = time(NULL), t;
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while(!m_resetTimeQueue.empty() && (t = m_resetTimeQueue.begin()->first) < now)
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while (!m_resetTimeQueue.empty() && (t = m_resetTimeQueue.begin()->first) < now)
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{
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InstResetEvent &event = m_resetTimeQueue.begin()->second;
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if(event.type == 0)
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@@ -598,13 +598,13 @@ void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr)
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// do not allow UnbindInstance to automatically unload the InstanceSaves
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lock_instLists = true;
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InstanceSave::PlayerListType &pList = itr->second->m_playerList;
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while(!pList.empty())
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while (!pList.empty())
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{
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Player *player = *(pList.begin());
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player->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficulty(), true);
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}
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InstanceSave::GroupListType &gList = itr->second->m_groupList;
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while(!gList.empty())
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while (!gList.empty())
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{
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Group *group = *(gList.begin());
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group->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficulty(), true);
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