[7918] Improve portability in work with uint64 string format specifiers and in code literals. Author: VladimirMangos
* Replace platform seelction MaNGOS code for select format descriptor for uint64 by using ACE define.
I64FMTD renamed to UI64FMTD for more clear name.
* Add new define UI64LIT (base at ACE seelction) for build portables uint64 literals.
Please always use UI64LIT(0x00001) instead less portable 0x00001LL
--HG--
branch : trunk
This commit is contained in:
@@ -152,7 +152,7 @@ void BattleGroundEY::CheckSomeoneJoinedPoint()
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Player *plr = objmgr.GetPlayer(m_PlayersNearPoint[EY_POINTS_MAX][j]);
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if (!plr)
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{
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sLog.outError("BattleGroundEY: Player " I64FMTD " not found!", m_PlayersNearPoint[EY_POINTS_MAX][j]);
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sLog.outError("BattleGroundEY: Player (GUID: %u) not found!", GUID_LOPART(m_PlayersNearPoint[EY_POINTS_MAX][j]));
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++j;
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continue;
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}
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@@ -192,7 +192,7 @@ void BattleGroundEY::CheckSomeoneLeftPoint()
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Player *plr = objmgr.GetPlayer(m_PlayersNearPoint[i][j]);
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if (!plr)
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{
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sLog.outError("BattleGroundEY: Player " I64FMTD " not found!", m_PlayersNearPoint[i][j]);
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sLog.outError("BattleGroundEY: Player (GUID: %u) not found!", GUID_LOPART(m_PlayersNearPoint[i][j]));
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//move not existed player to "free space" - this will cause many error showing in log, but it is a very important bug
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m_PlayersNearPoint[EY_POINTS_MAX].push_back(m_PlayersNearPoint[i][j]);
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m_PlayersNearPoint[i].erase(m_PlayersNearPoint[i].begin() + j);
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