Add spaces after commas

This commit is contained in:
leak
2011-04-29 20:47:02 +02:00
parent 01a79947d5
commit 1003f30448
645 changed files with 9439 additions and 9439 deletions

View File

@@ -45,7 +45,7 @@ int32 ReputationMgr::GetReputation(uint32 faction_id) const
if (!factionEntry)
{
sLog->outError("ReputationMgr::GetReputation: Can't get reputation of %s for unknown faction (faction id) #%u.",m_player->GetName(), faction_id);
sLog->outError("ReputationMgr::GetReputation: Can't get reputation of %s for unknown faction (faction id) #%u.", m_player->GetName(), faction_id);
return 0;
}
@@ -98,7 +98,7 @@ ReputationRank ReputationMgr::GetBaseRank(FactionEntry const* factionEntry) cons
return ReputationToRank(reputation);
}
void ReputationMgr::ApplyForceReaction(uint32 faction_id,ReputationRank rank,bool apply)
void ReputationMgr::ApplyForceReaction(uint32 faction_id, ReputationRank rank, bool apply)
{
if (apply)
m_forcedReactions[faction_id] = rank;
@@ -248,7 +248,7 @@ void ReputationMgr::Initialize()
if (newFaction.Flags & FACTION_FLAG_VISIBLE)
++m_visibleFactionCount;
UpdateRankCounters(REP_HOSTILE,GetBaseRank(factionEntry));
UpdateRankCounters(REP_HOSTILE, GetBaseRank(factionEntry));
m_factions[newFaction.ReputationListID] = newFaction;
}
@@ -354,16 +354,16 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
SetVisible(&itr->second);
if (new_rank <= REP_HOSTILE)
SetAtWar(&itr->second,true);
SetAtWar(&itr->second, true);
UpdateRankCounters(old_rank, new_rank);
m_player->ReputationChanged(factionEntry);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS, factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION, factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION,factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION,factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION,factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION, factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION, factionEntry->ID);
m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION, factionEntry->ID);
return true;
}
@@ -423,7 +423,7 @@ void ReputationMgr::SetAtWar(RepListID repListID, bool on)
if (itr->second.Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
return;
SetAtWar(&itr->second,on);
SetAtWar(&itr->second, on);
}
void ReputationMgr::SetAtWar(FactionState* faction, bool atWar) const
@@ -451,7 +451,7 @@ void ReputationMgr::SetInactive(RepListID repListID, bool on)
if (itr == m_factions.end())
return;
SetInactive(&itr->second,on);
SetInactive(&itr->second, on);
}
void ReputationMgr::SetInactive(FactionState* faction, bool inactive) const
@@ -478,7 +478,7 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
// Set initial reputations (so everything is nifty before DB data load)
Initialize();
//QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
//QueryResult *result = CharacterDatabase.PQuery("SELECT faction, standing, flags FROM character_reputation WHERE guid = '%u'", GetGUIDLow());
if (result)
{
@@ -506,20 +506,20 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
SetVisible(faction); // have internal checks for forced invisibility
if (dbFactionFlags & FACTION_FLAG_INACTIVE)
SetInactive(faction,true); // have internal checks for visibility requirement
SetInactive(faction, true); // have internal checks for visibility requirement
if (dbFactionFlags & FACTION_FLAG_AT_WAR) // DB at war
SetAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
SetAtWar(faction, true); // have internal checks for FACTION_FLAG_PEACE_FORCED
else // DB not at war
{
// allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
if (faction->Flags & FACTION_FLAG_VISIBLE)
SetAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
SetAtWar(faction, false); // have internal checks for FACTION_FLAG_PEACE_FORCED
}
// set atWar for hostile
if (GetRank(factionEntry) <= REP_HOSTILE)
SetAtWar(faction,true);
SetAtWar(faction, true);
// reset changed flag if values similar to saved in DB
if (faction->Flags == dbFactionFlags)
@@ -540,7 +540,7 @@ void ReputationMgr::SaveToDB(SQLTransaction& trans)
if (itr->second.needSave)
{
trans->PAppend("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", m_player->GetGUIDLow(), itr->second.ID);
trans->PAppend("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", m_player->GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
trans->PAppend("INSERT INTO character_reputation (guid, faction, standing, flags) VALUES ('%u', '%u', '%i', '%u')", m_player->GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
itr->second.needSave = false;
}
}