Core: Remove a few warnings (unused variables), clean up tabs whitespaces
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@@ -411,7 +411,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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/** This is a series of callbacks executed consecutively as a result from the database becomes available.
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This is much more efficient than synchronous requests on packet handler, and much less DoS prone.
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It also prevents data syncrhonisation errors.
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*/
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*/
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switch (createInfo->Stage)
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{
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case 0:
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@@ -427,7 +427,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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return;
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}
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ASSERT(_charCreateCallback.GetParam() == createInfo);
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ASSERT(_charCreateCallback.GetParam() == createInfo);
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PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_GET_SUM_REALMCHARS);
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stmt->setUInt32(0, GetAccountId());
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@@ -462,7 +462,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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}
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ASSERT(_charCreateCallback.GetParam() == createInfo);
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ASSERT(_charCreateCallback.GetParam() == createInfo);
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_GET_SUM_CHARS);
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stmt->setUInt32(0, GetAccountId());
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@@ -494,7 +494,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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bool allowTwoSideAccounts = !sWorld->IsPvPRealm() || sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_ACCOUNTS) || GetSecurity() > SEC_PLAYER;
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uint32 skipCinematics = sWorld->getIntConfig(CONFIG_SKIP_CINEMATICS);
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_charCreateCallback.FreeResult();
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if (!allowTwoSideAccounts || skipCinematics == 1 || createInfo->Class == CLASS_DEATH_KNIGHT)
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@@ -944,7 +944,7 @@ void WorldSession::SetPlayer(Player *plr)
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void WorldSession::InitializeQueryCallbackParameters()
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{
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// Callback parameters that have pointers in them should be properly
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// Callback parameters that have pointers in them should be properly
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// initialized to NULL here.
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_charCreateCallback.SetParam(NULL);
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}
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@@ -181,8 +181,8 @@ class CharacterCreateInfo
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friend class Player;
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protected:
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CharacterCreateInfo(std::string name, uint8 race, uint8 cclass, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId,
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WorldPacket& data) : Name(name), Race(race), Class(cclass), Gender(gender), Skin(skin), Face(face), HairStyle(hairStyle), HairColor(hairColor), FacialHair(facialHair),
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CharacterCreateInfo(std::string name, uint8 race, uint8 cclass, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId,
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WorldPacket& data) : Name(name), Race(race), Class(cclass), Gender(gender), Skin(skin), Face(face), HairStyle(hairStyle), HairColor(hairColor), FacialHair(facialHair),
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OutfitId(outfitId), Data(data), CharCount(0), Stage(0)
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{}
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@@ -921,7 +921,7 @@ class WorldSession
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{
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return _allowedCharsToLogin.find(lowGUID) != _allowedCharsToLogin.end();
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}
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// this stores the GUIDs of the characters who can login
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// characters who failed on Player::BuildEnumData shouldn't login
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std::set<uint32> _allowedCharsToLogin;
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