REPO: code-style clean-up

* Fixed pGuild->guild
* Fixed pGroup->group
* Fixed pOwner->owner
This commit is contained in:
Bootz
2011-10-07 10:54:53 -05:00
parent f1ccb83dc0
commit 96d7a1e970
18 changed files with 172 additions and 172 deletions
+4 -4
View File
@@ -430,19 +430,19 @@ bool Loot::FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bo
tab->Process(*this, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem()
// Setting access rights for group loot case
Group* pGroup = lootOwner->GetGroup();
if (!personal && pGroup)
Group* group = lootOwner->GetGroup();
if (!personal && group)
{
roundRobinPlayer = lootOwner->GetGUID();
for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
if (Player* pl = itr->getSource()) // should actually be looted object instead of lootOwner but looter has to be really close so doesnt really matter
FillNotNormalLootFor(pl, pl->IsAtGroupRewardDistance(lootOwner));
for (uint8 i = 0; i < items.size(); ++i)
{
if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(items[i].itemid))
if (proto->Quality < uint32(pGroup->GetLootThreshold()))
if (proto->Quality < uint32(group->GetLootThreshold()))
items[i].is_underthreshold = true;
}
}