[Cosmetic] Apply codestyle "XXX * " and "XXX *" changed to "XXX* " (with some exceptions)
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@@ -105,7 +105,7 @@ bool BattlegroundQueue::SelectionPool::KickGroup(uint32 size)
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// used when building selection pools
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// returns true if we can invite more players, or when we added group to selection pool
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// returns false when selection pool is full
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bool BattlegroundQueue::SelectionPool::AddGroup(GroupQueueInfo *ginfo, uint32 desiredCount)
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bool BattlegroundQueue::SelectionPool::AddGroup(GroupQueueInfo* ginfo, uint32 desiredCount)
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{
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//if group is larger than desired count - don't allow to add it to pool
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if (!ginfo->IsInvitedToBGInstanceGUID && desiredCount >= PlayerCount + ginfo->Players.size())
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@@ -125,7 +125,7 @@ bool BattlegroundQueue::SelectionPool::AddGroup(GroupQueueInfo *ginfo, uint32 de
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/*********************************************************/
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// add group or player (grp == NULL) to bg queue with the given leader and bg specifications
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GroupQueueInfo * BattlegroundQueue::AddGroup(Player *leader, Group* grp, BattlegroundTypeId BgTypeId, PvPDifficultyEntry const* bracketEntry, uint8 ArenaType, bool isRated, bool isPremade, uint32 ArenaRating, uint32 MatchmakerRating, uint32 arenateamid)
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GroupQueueInfo* BattlegroundQueue::AddGroup(Player* leader, Group* grp, BattlegroundTypeId BgTypeId, PvPDifficultyEntry const* bracketEntry, uint8 ArenaType, bool isRated, bool isPremade, uint32 ArenaRating, uint32 MatchmakerRating, uint32 arenateamid)
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{
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BattlegroundBracketId bracketId = bracketEntry->GetBracketId();
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@@ -159,7 +159,7 @@ GroupQueueInfo * BattlegroundQueue::AddGroup(Player *leader, Group* grp, Battleg
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//announce world (this don't need mutex)
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if (isRated && sWorld->getBoolConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_ENABLE))
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{
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ArenaTeam *Team = sArenaTeamMgr->GetArenaTeamById(arenateamid);
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ArenaTeam* Team = sArenaTeamMgr->GetArenaTeamById(arenateamid);
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if (Team)
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sWorld->SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_JOIN, Team->GetName().c_str(), ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating);
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}
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@@ -169,9 +169,9 @@ 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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Player* member = itr->getSource();
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if (!member)
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continue; // this should never happen
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PlayerQueueInfo& pl_info = m_QueuedPlayers[member->GetGUID()];
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@@ -283,7 +283,7 @@ uint32 BattlegroundQueue::GetAverageQueueWaitTime(GroupQueueInfo* ginfo, Battleg
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//remove player from queue and from group info, if group info is empty then remove it too
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void BattlegroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount)
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{
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//Player *plr = ObjectAccessor::FindPlayer(guid);
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//Player* plr = ObjectAccessor::FindPlayer(guid);
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int32 bracket_id = -1; // signed for proper for-loop finish
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QueuedPlayersMap::iterator itr;
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@@ -351,16 +351,16 @@ void BattlegroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount)
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// announce to world if arena team left queue for rated match, show only once
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if (group->ArenaType && group->IsRated && group->Players.empty() && sWorld->getBoolConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_ENABLE))
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if (ArenaTeam *Team = sArenaTeamMgr->GetArenaTeamById(group->ArenaTeamId))
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if (ArenaTeam* Team = sArenaTeamMgr->GetArenaTeamById(group->ArenaTeamId))
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sWorld->SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_EXIT, Team->GetName().c_str(), group->ArenaType, group->ArenaType, group->ArenaTeamRating);
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// if player leaves queue and he is invited to rated arena match, then he have to lose
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if (group->IsInvitedToBGInstanceGUID && group->IsRated && decreaseInvitedCount)
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{
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if (ArenaTeam * at = sArenaTeamMgr->GetArenaTeamById(group->ArenaTeamId))
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if (ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(group->ArenaTeamId))
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{
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sLog->outDebug(LOG_FILTER_BATTLEGROUND, "UPDATING memberLost's personal arena rating for %u by opponents rating: %u", GUID_LOPART(guid), group->OpponentsTeamRating);
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if (Player *plr = ObjectAccessor::FindPlayer(guid))
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if (Player* plr = ObjectAccessor::FindPlayer(guid))
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at->MemberLost(plr, group->OpponentsMatchmakerRating);
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else
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at->OfflineMemberLost(guid, group->OpponentsMatchmakerRating);
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@@ -381,7 +381,7 @@ void BattlegroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount)
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{
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// remove next player, this is recursive
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// first send removal information
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if (Player *plr2 = ObjectAccessor::FindPlayer(group->Players.begin()->first))
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if (Player* plr2 = ObjectAccessor::FindPlayer(group->Players.begin()->first))
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{
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Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(group->BgTypeId);
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BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(group->BgTypeId, group->ArenaType);
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@@ -415,7 +415,7 @@ bool BattlegroundQueue::GetPlayerGroupInfoData(uint64 guid, GroupQueueInfo* ginf
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return true;
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}
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bool BattlegroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, Battleground* bg, uint32 side)
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bool BattlegroundQueue::InviteGroupToBG(GroupQueueInfo* ginfo, Battleground* bg, uint32 side)
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{
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// set side if needed
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if (side)
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