[Cosmetic] Apply codestyle "XXX * " and "XXX *" changed to "XXX* " (with some exceptions)
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@@ -127,8 +127,8 @@ class Roll : public LootValidatorRef
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public:
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Roll(uint64 _guid, LootItem const& li);
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~Roll();
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void setLoot(Loot *pLoot);
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Loot *getLoot();
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void setLoot(Loot* pLoot);
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Loot* getLoot();
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void targetObjectBuildLink();
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uint64 itemGUID;
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@@ -148,7 +148,7 @@ class Roll : public LootValidatorRef
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struct InstanceGroupBind
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{
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InstanceSave *save;
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InstanceSave* save;
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bool perm;
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/* permanent InstanceGroupBinds exist if the leader has a permanent
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PlayerInstanceBind for the same instance. */
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@@ -183,8 +183,8 @@ class Group
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~Group();
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// group manipulation methods
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bool Create(Player *leader);
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void LoadGroupFromDB(Field *field);
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bool Create(Player* leader);
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void LoadGroupFromDB(Field* field);
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void LoadMemberFromDB(uint32 guidLow, uint8 memberFlags, uint8 subgroup, uint8 roles);
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bool AddInvite(Player* player);
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void RemoveInvite(Player* player);
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@@ -238,7 +238,7 @@ class Group
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void ConvertToLFG();
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void ConvertToRaid();
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void SetBattlegroundGroup(Battleground *bg);
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void SetBattlegroundGroup(Battleground* bg);
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GroupJoinBattlegroundResult CanJoinBattlegroundQueue(Battleground const* bgOrTemplate, BattlegroundQueueTypeId bgQueueTypeId, uint32 MinPlayerCount, uint32 MaxPlayerCount, bool isRated, uint32 arenaSlot);
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void ChangeMembersGroup(uint64 guid, uint8 group);
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@@ -257,8 +257,8 @@ class Group
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void ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo);
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// -no description-
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//void SendInit(WorldSession *session);
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void SendTargetIconList(WorldSession *session);
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//void SendInit(WorldSession* session);
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void SendTargetIconList(WorldSession* session);
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void SendUpdate();
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void UpdatePlayerOutOfRange(Player* pPlayer);
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// ignore: GUID of player that will be ignored
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@@ -275,22 +275,22 @@ class Group
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void SendLootRoll(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r);
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void SendLootRollWon(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r);
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void SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r);
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void SendLooter(Creature *pCreature, Player *pLooter);
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void GroupLoot(Loot *loot, WorldObject* pLootedObject);
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void NeedBeforeGreed(Loot *loot, WorldObject* pLootedObject);
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void MasterLoot(Loot *loot, WorldObject* pLootedObject);
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void SendLooter(Creature* pCreature, Player* pLooter);
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void GroupLoot(Loot* loot, WorldObject* pLootedObject);
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void NeedBeforeGreed(Loot* loot, WorldObject* pLootedObject);
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void MasterLoot(Loot* loot, WorldObject* pLootedObject);
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Rolls::iterator GetRoll(uint64 Guid);
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void CountTheRoll(Rolls::iterator roll, uint32 NumberOfPlayers);
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void CountRollVote(uint64 playerGUID, uint64 Guid, uint32 NumberOfPlayers, uint8 Choise);
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void EndRoll(Loot *loot);
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void EndRoll(Loot* loot);
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// related to disenchant rolls
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void ResetMaxEnchantingLevel();
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void LinkMember(GroupReference *pRef);
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void LinkMember(GroupReference* pRef);
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void DelinkMember(GroupReference* /*pRef*/) const;
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InstanceGroupBind* BindToInstance(InstanceSave *save, bool permanent, bool load = false);
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InstanceGroupBind* BindToInstance(InstanceSave* save, bool permanent, bool load = false);
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void UnbindInstance(uint32 mapid, uint8 difficulty, bool unload = false);
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InstanceGroupBind* GetBoundInstance(Player* player);
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InstanceGroupBind* GetBoundInstance(Map* aMap);
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