[Cosmetic] Apply codestyle "XXX * " and "XXX *" changed to "XXX* " (with some exceptions)
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@@ -377,7 +377,7 @@ bool AchievementCriteriaData::Meets(uint32 criteria_id, Player const* source, Un
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}
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case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_EQUIPED_ITEM:
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{
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ItemTemplate const *pProto = sObjectMgr->GetItemTemplate(miscvalue1);
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ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(miscvalue1);
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if (!pProto)
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return false;
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return pProto->ItemLevel >= equipped_item.item_level && pProto->Quality >= equipped_item.item_quality;
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@@ -443,9 +443,9 @@ void AchievementMgr::ResetAchievementCriteria(AchievementCriteriaTypes type, uin
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AchievementCriteriaEntryList const& achievementCriteriaList = sAchievementMgr->GetAchievementCriteriaByType(type);
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for (AchievementCriteriaEntryList::const_iterator i = achievementCriteriaList.begin(); i != achievementCriteriaList.end(); ++i)
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{
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AchievementCriteriaEntry const *achievementCriteria = (*i);
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AchievementCriteriaEntry const* achievementCriteria = (*i);
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AchievementEntry const *achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement);
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AchievementEntry const* achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement);
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if (!achievement)
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continue;
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@@ -744,8 +744,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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AchievementCriteriaEntryList const& achievementCriteriaList = sAchievementMgr->GetAchievementCriteriaByType(type);
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for (AchievementCriteriaEntryList::const_iterator i = achievementCriteriaList.begin(); i != achievementCriteriaList.end(); ++i)
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{
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AchievementCriteriaEntry const *achievementCriteria = (*i);
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AchievementEntry const *achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement);
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AchievementCriteriaEntry const* achievementCriteria = (*i);
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AchievementEntry const* achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement);
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if (!achievement)
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continue;
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@@ -1281,7 +1281,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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if (miscValue2 != achievementCriteria->roll_greed_on_loot.rollValue)
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continue;
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ItemTemplate const *pProto = sObjectMgr->GetItemTemplate(miscValue1);
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ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(miscValue1);
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if (!pProto)
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continue;
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@@ -1928,7 +1928,7 @@ void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry,
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SendCriteriaUpdate(entry, progress, timeElapsed, timedCompleted);
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}
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void AchievementMgr::RemoveCriteriaProgress(const AchievementCriteriaEntry *entry)
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void AchievementMgr::RemoveCriteriaProgress(const AchievementCriteriaEntry* entry)
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{
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CriteriaProgressMap::iterator criteriaProgress = m_criteriaProgress.find(entry->ID);
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if (criteriaProgress == m_criteriaProgress.end())
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@@ -1950,7 +1950,7 @@ void AchievementMgr::UpdateTimedAchievements(uint32 timeDiff)
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// Time is up, remove timer and reset progress
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if (itr->second <= timeDiff)
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{
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AchievementCriteriaEntry const *entry = sAchievementCriteriaStore.LookupEntry(itr->first);
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AchievementCriteriaEntry const* entry = sAchievementCriteriaStore.LookupEntry(itr->first);
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RemoveCriteriaProgress(entry);
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m_timedAchievements.erase(itr++);
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}
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@@ -1971,7 +1971,7 @@ void AchievementMgr::StartTimedAchievement(AchievementCriteriaTimedTypes type, u
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if ((*i)->timerStartEvent != entry)
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continue;
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AchievementEntry const *achievement = sAchievementStore.LookupEntry((*i)->referredAchievement);
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AchievementEntry const* achievement = sAchievementStore.LookupEntry((*i)->referredAchievement);
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if (m_timedAchievements.find((*i)->ID) == m_timedAchievements.end() && !IsCompletedCriteria(*i, achievement))
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{
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// Start the timer
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@@ -2097,7 +2097,7 @@ void AchievementMgr::SendRespondInspectAchievements(Player* player) const
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/**
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* used by SMSG_RESPOND_INSPECT_ACHIEVEMENT and SMSG_ALL_ACHIEVEMENT_DATA
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*/
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void AchievementMgr::BuildAllDataPacket(WorldPacket *data) const
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void AchievementMgr::BuildAllDataPacket(WorldPacket* data) const
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{
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AchievementEntry const* achievement = NULL;
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for (CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin(); iter != m_completedAchievements.end(); ++iter)
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@@ -2247,7 +2247,7 @@ void AchievementGlobalMgr::LoadAchievementCriteriaData()
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do
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{
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Field *fields = result->Fetch();
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Field* fields = result->Fetch();
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uint32 criteria_id = fields[0].GetUInt32();
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AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(criteria_id);
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@@ -2389,7 +2389,7 @@ void AchievementGlobalMgr::LoadCompletedAchievements()
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do
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{
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Field *fields = result->Fetch();
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Field* fields = result->Fetch();
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uint32 achievement_id = fields[0].GetUInt32();
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if (!sAchievementStore.LookupEntry(achievement_id))
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@@ -2427,7 +2427,7 @@ void AchievementGlobalMgr::LoadRewards()
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do
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{
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Field *fields = result->Fetch();
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Field* fields = result->Fetch();
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uint32 entry = fields[0].GetUInt32();
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const AchievementEntry* pAchievement = sAchievementStore.LookupEntry(entry);
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if (!pAchievement)
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@@ -2533,7 +2533,7 @@ void AchievementGlobalMgr::LoadRewardLocales()
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do
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{
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Field *fields = result->Fetch();
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Field* fields = result->Fetch();
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uint32 entry = fields[0].GetUInt32();
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@@ -274,7 +274,7 @@ class AchievementMgr
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bool IsCompletedCriteria(AchievementCriteriaEntry const* achievementCriteria, AchievementEntry const* achievement);
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bool IsCompletedAchievement(AchievementEntry const* entry);
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bool CanUpdateCriteria(AchievementCriteriaEntry const* criteria, AchievementEntry const* achievement);
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void BuildAllDataPacket(WorldPacket *data) const;
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void BuildAllDataPacket(WorldPacket* data) const;
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Player* m_player;
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CriteriaProgressMap m_criteriaProgress;
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@@ -324,7 +324,7 @@ class AchievementGlobalMgr
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return iter != m_achievementRewardLocales.end() ? &iter->second : NULL;
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}
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AchievementCriteriaDataSet const* GetCriteriaDataSet(AchievementCriteriaEntry const *achievementCriteria) const
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AchievementCriteriaDataSet const* GetCriteriaDataSet(AchievementCriteriaEntry const* achievementCriteria) const
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{
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AchievementCriteriaDataMap::const_iterator iter = m_criteriaDataMap.find(achievementCriteria->ID);
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return iter != m_criteriaDataMap.end() ? &iter->second : NULL;
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