[Cosmetic] Apply codestyle "XXX * " and "XXX *" changed to "XXX* " (with some exceptions)
This commit is contained in:
@@ -47,7 +47,7 @@ AuctionHouseMgr::~AuctionHouseMgr()
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delete itr->second;
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}
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AuctionHouseObject * AuctionHouseMgr::GetAuctionsMap(uint32 factionTemplateId)
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AuctionHouseObject* AuctionHouseMgr::GetAuctionsMap(uint32 factionTemplateId)
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{
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if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
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return &mNeutralAuctions;
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@@ -64,7 +64,7 @@ AuctionHouseObject * AuctionHouseMgr::GetAuctionsMap(uint32 factionTemplateId)
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return &mNeutralAuctions;
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}
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uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item *pItem, uint32 count)
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uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item* pItem, uint32 count)
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{
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uint32 MSV = pItem->GetTemplate()->SellPrice;
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@@ -87,15 +87,15 @@ uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32
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}
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//does not clear ram
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void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry *auction, SQLTransaction& trans)
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void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans)
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{
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Item *pItem = GetAItem(auction->item_guidlow);
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Item* pItem = GetAItem(auction->item_guidlow);
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if (!pItem)
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return;
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uint32 bidder_accId = 0;
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uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
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Player *bidder = ObjectAccessor::FindPlayer(bidder_guid);
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Player* bidder = ObjectAccessor::FindPlayer(bidder_guid);
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// data for gm.log
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if (sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
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{
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@@ -163,10 +163,10 @@ void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry *auction, SQLTransaction&
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}
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}
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void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry * auction, SQLTransaction& trans)
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void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry* auction, SQLTransaction& trans)
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{
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uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
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Player *owner = ObjectAccessor::FindPlayer(owner_guid);
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Player* owner = ObjectAccessor::FindPlayer(owner_guid);
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uint32 owner_accId = sObjectMgr->GetPlayerAccountIdByGUID(owner_guid);
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// owner exist (online or offline)
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if (owner || owner_accId)
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@@ -193,10 +193,10 @@ void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry * auction, SQLTran
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}
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//call this method to send mail to auction owner, when auction is successful, it does not clear ram
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void AuctionHouseMgr::SendAuctionSuccessfulMail(AuctionEntry * auction, SQLTransaction& trans)
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void AuctionHouseMgr::SendAuctionSuccessfulMail(AuctionEntry* auction, SQLTransaction& trans)
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{
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uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
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Player *owner = ObjectAccessor::FindPlayer(owner_guid);
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Player* owner = ObjectAccessor::FindPlayer(owner_guid);
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uint32 owner_accId = sObjectMgr->GetPlayerAccountIdByGUID(owner_guid);
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// owner exist
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if (owner || owner_accId)
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@@ -231,15 +231,15 @@ void AuctionHouseMgr::SendAuctionSuccessfulMail(AuctionEntry * auction, SQLTrans
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}
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//does not clear ram
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void AuctionHouseMgr::SendAuctionExpiredMail(AuctionEntry * auction, SQLTransaction& trans)
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void AuctionHouseMgr::SendAuctionExpiredMail(AuctionEntry* auction, SQLTransaction& trans)
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{
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//return an item in auction to its owner by mail
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Item *pItem = GetAItem(auction->item_guidlow);
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Item* pItem = GetAItem(auction->item_guidlow);
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if (!pItem)
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return;
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uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
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Player *owner = ObjectAccessor::FindPlayer(owner_guid);
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Player* owner = ObjectAccessor::FindPlayer(owner_guid);
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uint32 owner_accId = sObjectMgr->GetPlayerAccountIdByGUID(owner_guid);
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// owner exist
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if (owner || owner_accId)
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@@ -257,10 +257,10 @@ void AuctionHouseMgr::SendAuctionExpiredMail(AuctionEntry * auction, SQLTransact
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}
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//this function sends mail to old bidder
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void AuctionHouseMgr::SendAuctionOutbiddedMail(AuctionEntry *auction, uint32 newPrice, Player* newBidder, SQLTransaction& trans)
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void AuctionHouseMgr::SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, SQLTransaction& trans)
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{
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uint64 oldBidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
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Player *oldBidder = ObjectAccessor::FindPlayer(oldBidder_guid);
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Player* oldBidder = ObjectAccessor::FindPlayer(oldBidder_guid);
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uint32 oldBidder_accId = 0;
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if (!oldBidder)
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@@ -285,7 +285,7 @@ void AuctionHouseMgr::SendAuctionOutbiddedMail(AuctionEntry *auction, uint32 new
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void AuctionHouseMgr::SendAuctionCancelledToBidderMail(AuctionEntry* auction, SQLTransaction& trans)
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{
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uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
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Player *bidder = ObjectAccessor::FindPlayer(bidder_guid);
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Player* bidder = ObjectAccessor::FindPlayer(bidder_guid);
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uint32 bidder_accId = 0;
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if (!bidder)
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@@ -328,14 +328,14 @@ void AuctionHouseMgr::LoadAuctionItems()
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uint32 item_guid = fields[11].GetUInt32();
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uint32 item_template = fields[12].GetUInt32();
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ItemTemplate const *proto = sObjectMgr->GetItemTemplate(item_template);
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item_template);
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if (!proto)
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{
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sLog->outError("AuctionHouseMgr::LoadAuctionItems: Unknown item (GUID: %u id: #%u) in auction, skipped.", item_guid, item_template);
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continue;
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}
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Item *item = NewItemOrBag(proto);
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Item* item = NewItemOrBag(proto);
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if (!item->LoadFromDB(item_guid, 0, fields, item_template))
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{
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delete item;
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@@ -372,7 +372,7 @@ void AuctionHouseMgr::LoadAuctions()
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{
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Field* fields = result->Fetch();
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AuctionEntry *aItem = new AuctionEntry();
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AuctionEntry* aItem = new AuctionEntry();
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if (!aItem->LoadFromDB(fields))
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{
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aItem->DeleteFromDB(trans);
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@@ -454,7 +454,7 @@ AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(uint32 factionTem
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return sAuctionHouseStore.LookupEntry(houseid);
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}
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void AuctionHouseObject::AddAuction(AuctionEntry *auction)
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void AuctionHouseObject::AddAuction(AuctionEntry* auction)
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{
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ASSERT(auction);
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@@ -462,7 +462,7 @@ void AuctionHouseObject::AddAuction(AuctionEntry *auction)
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sScriptMgr->OnAuctionAdd(this, auction);
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}
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bool AuctionHouseObject::RemoveAuction(AuctionEntry *auction, uint32 /*item_template*/)
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bool AuctionHouseObject::RemoveAuction(AuctionEntry* auction, uint32 /*item_template*/)
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{
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bool wasInMap = AuctionsMap.erase(auction->Id) ? true : false;
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@@ -530,7 +530,7 @@ void AuctionHouseObject::BuildListBidderItems(WorldPacket& data, Player* player,
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{
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for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr)
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{
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AuctionEntry *Aentry = itr->second;
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AuctionEntry* Aentry = itr->second;
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if (Aentry && Aentry->bidder == player->GetGUIDLow())
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{
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if (itr->second->BuildAuctionInfo(data))
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@@ -545,7 +545,7 @@ void AuctionHouseObject::BuildListOwnerItems(WorldPacket& data, Player* player,
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{
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for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr)
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{
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AuctionEntry *Aentry = itr->second;
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AuctionEntry* Aentry = itr->second;
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if (Aentry && Aentry->owner == player->GetGUIDLow())
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{
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if (Aentry->BuildAuctionInfo(data))
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@@ -566,12 +566,12 @@ void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player
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for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr)
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{
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AuctionEntry *Aentry = itr->second;
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Item *item = sAuctionMgr->GetAItem(Aentry->item_guidlow);
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AuctionEntry* Aentry = itr->second;
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Item* item = sAuctionMgr->GetAItem(Aentry->item_guidlow);
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if (!item)
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continue;
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ItemTemplate const *proto = item->GetTemplate();
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ItemTemplate const* proto = item->GetTemplate();
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if (itemClass != 0xffffffff && proto->Class != itemClass)
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continue;
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@@ -601,7 +601,7 @@ void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player
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// local name
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if (loc_idx >= 0)
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if (ItemLocale const *il = sObjectMgr->GetItemLocale(proto->ItemId))
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if (ItemLocale const* il = sObjectMgr->GetItemLocale(proto->ItemId))
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ObjectMgr::GetLocaleString(il->Name, loc_idx, name);
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// DO NOT use GetItemEnchantMod(proto->RandomProperty) as it may return a result
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@@ -614,7 +614,7 @@ void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player
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// Append the suffix to the name (ie: of the Monkey) if one exists
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// These are found in ItemRandomProperties.dbc, not ItemRandomSuffix.dbc
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// even though the DBC names seem misleading
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const ItemRandomPropertiesEntry *itemRandProp = sItemRandomPropertiesStore.LookupEntry(propRefID);
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const ItemRandomPropertiesEntry* itemRandProp = sItemRandomPropertiesStore.LookupEntry(propRefID);
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if (itemRandProp)
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{
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@@ -650,7 +650,7 @@ void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player
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//this function inserts to WorldPacket auction's data
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bool AuctionEntry::BuildAuctionInfo(WorldPacket & data) const
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{
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Item *pItem = sAuctionMgr->GetAItem(item_guidlow);
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Item* pItem = sAuctionMgr->GetAItem(item_guidlow);
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if (!pItem)
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{
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sLog->outError("auction to item, that doesn't exist !!!!");
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@@ -791,7 +791,7 @@ void AuctionHouseMgr::DeleteExpiredAuctionsAtStartup()
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{
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Field* fields = expAuctions->Fetch();
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AuctionEntry *auction = new AuctionEntry();
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AuctionEntry* auction = new AuctionEntry();
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// Can't use LoadFromDB() because it assumes the auction map is loaded
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if (!auction->LoadFromFieldList(fields))
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@@ -101,9 +101,9 @@ class AuctionHouseObject
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return itr != AuctionsMap.end() ? itr->second : NULL;
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}
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void AddAuction(AuctionEntry *auction);
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void AddAuction(AuctionEntry* auction);
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bool RemoveAuction(AuctionEntry *auction, uint32 item_template);
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bool RemoveAuction(AuctionEntry* auction, uint32 item_template);
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void Update();
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@@ -146,14 +146,14 @@ class AuctionHouseMgr
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}
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//auction messages
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void SendAuctionWonMail(AuctionEntry * auction, SQLTransaction& trans);
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void SendAuctionSalePendingMail(AuctionEntry * auction, SQLTransaction& trans);
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void SendAuctionSuccessfulMail(AuctionEntry * auction, SQLTransaction& trans);
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void SendAuctionExpiredMail(AuctionEntry * auction, SQLTransaction& trans);
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void SendAuctionOutbiddedMail(AuctionEntry * auction, uint32 newPrice, Player* newBidder, SQLTransaction& trans);
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void SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans);
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void SendAuctionSalePendingMail(AuctionEntry* auction, SQLTransaction& trans);
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void SendAuctionSuccessfulMail(AuctionEntry* auction, SQLTransaction& trans);
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void SendAuctionExpiredMail(AuctionEntry* auction, SQLTransaction& trans);
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void SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, SQLTransaction& trans);
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void SendAuctionCancelledToBidderMail(AuctionEntry* auction, SQLTransaction& trans);
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static uint32 GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item *pItem, uint32 count);
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static uint32 GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item* pItem, uint32 count);
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static AuctionHouseEntry const* GetAuctionHouseEntry(uint32 factionTemplateId);
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public:
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