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Code Style (game + scripts only):
"==" --> " == " (when needed) --HG-- branch : trunk
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@@ -81,7 +81,7 @@ void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recv_data)
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{
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Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);
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bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
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bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);
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if (!ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
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{
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@@ -176,7 +176,7 @@ void WorldSession::HandleLootMoneyOpcode(WorldPacket & /*recv_data*/)
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GameObject *pGameObject = GetPlayer()->GetMap()->GetGameObject(guid);
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// not check distance for GO in case owned GO (fishing bobber case, for example)
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if (pGameObject && ((pGameObject->GetOwnerGUID()==_player->GetGUID() || pGameObject->IsWithinDistInMap(_player,INTERACTION_DISTANCE))))
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if (pGameObject && ((pGameObject->GetOwnerGUID() == _player->GetGUID() || pGameObject->IsWithinDistInMap(_player,INTERACTION_DISTANCE))))
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pLoot = &pGameObject->loot;
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break;
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@@ -200,7 +200,7 @@ void WorldSession::HandleLootMoneyOpcode(WorldPacket & /*recv_data*/)
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{
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Creature* pCreature = GetPlayer()->GetMap()->GetCreature(guid);
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bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
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bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);
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if (ok_loot && pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
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pLoot = &pCreature->loot ;
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@@ -430,7 +430,7 @@ void WorldSession::DoLootRelease(uint64 lguid)
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{
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Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);
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bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
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bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);
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if (!ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
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return;
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