Core: Do not use STL container size method to check if container is empty
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@@ -285,7 +285,7 @@ void WorldSession::SendLfgUpdatePlayer(const LfgUpdateData& updateData)
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bool queued = false;
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bool extrainfo = false;
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switch(updateData.updateType)
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switch (updateData.updateType)
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{
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case LFG_UPDATETYPE_JOIN_PROPOSAL:
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case LFG_UPDATETYPE_ADDED_TO_QUEUE:
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@@ -328,7 +328,7 @@ void WorldSession::SendLfgUpdateParty(const LfgUpdateData& updateData)
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bool extrainfo = false;
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bool queued = false;
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switch(updateData.updateType)
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switch (updateData.updateType)
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{
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case LFG_UPDATETYPE_JOIN_PROPOSAL:
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extrainfo = true;
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@@ -401,7 +401,7 @@ void WorldSession::SendLfgRoleCheckUpdate(const LfgRoleCheck* pRoleCheck)
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data << uint32(pRoleCheck->state); // Check result
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data << uint8(pRoleCheck->state == LFG_ROLECHECK_INITIALITING);
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data << uint8(dungeons.size()); // Number of dungeons
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if (dungeons.size())
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if (!dungeons.empty())
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{
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for (LfgDungeonSet::iterator it = dungeons.begin(); it != dungeons.end(); ++it)
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{
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@@ -411,7 +411,7 @@ void WorldSession::SendLfgRoleCheckUpdate(const LfgRoleCheck* pRoleCheck)
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}
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data << uint8(pRoleCheck->roles.size()); // Players in group
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if (pRoleCheck->roles.size())
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if (!pRoleCheck->roles.empty())
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{
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// Leader info MUST be sent 1st :S
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uint64 guid = pRoleCheck->leader;
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