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https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-17 16:10:49 +01:00
Core/Misc: minor typo and codestyle fixes
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@@ -91,6 +91,7 @@ void CalendarMgr::LoadFromDB()
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TC_LOG_INFO("server.loading", ">> Loaded %u calendar events in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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count = 0;
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oldMSTime = getMSTime();
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// 0 1 2 3 4 5 6 7
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if (QueryResult result = CharacterDatabase.Query("SELECT id, event, invitee, sender, status, statustime, rank, text FROM calendar_invites"))
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@@ -294,7 +294,7 @@ void Creature::RemoveCorpse(bool setSpawnTime)
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// Should get removed later, just keep "compatibility" with scripts
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if (setSpawnTime)
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m_respawnTime = std::max<time_t>(time(NULL) + respawnDelay, m_respawnTime);
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m_respawnTime = std::max<time_t>(time(nullptr) + respawnDelay, m_respawnTime);
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// if corpse was removed during falling, the falling will continue and override relocation to respawn position
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if (IsFalling())
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@@ -2205,7 +2205,7 @@ bool Creature::CanCreatureAttack(Unit const* victim, bool /*force*/) const
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// if the mob is actively being damaged, do not reset due to distance unless it's a world boss
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if (!isWorldBoss())
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if (time(NULL) - GetLastDamagedTime() <= MAX_AGGRO_RESET_TIME)
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if (time(nullptr) - GetLastDamagedTime() <= MAX_AGGRO_RESET_TIME)
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return true;
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//Use AttackDistance in distance check if threat radius is lower. This prevents creature bounce in and out of combat every update tick.
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@@ -42,7 +42,7 @@ bool GameEventMgr::CheckOneGameEvent(uint16 entry) const
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default:
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case GAMEEVENT_NORMAL:
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{
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time_t currenttime = time(NULL);
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time_t currenttime = time(nullptr);
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// Get the event information
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return mGameEvent[entry].start < currenttime
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&& currenttime < mGameEvent[entry].end
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@@ -59,7 +59,7 @@ bool GameEventMgr::CheckOneGameEvent(uint16 entry) const
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// if inactive world event, check the prerequisite events
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case GAMEEVENT_WORLD_INACTIVE:
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{
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time_t currenttime = time(NULL);
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time_t currenttime = time(nullptr);
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for (std::set<uint16>::const_iterator itr = mGameEvent[entry].prerequisite_events.begin(); itr != mGameEvent[entry].prerequisite_events.end(); ++itr)
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{
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if ((mGameEvent[*itr].state != GAMEEVENT_WORLD_NEXTPHASE && mGameEvent[*itr].state != GAMEEVENT_WORLD_FINISHED) || // if prereq not in nextphase or finished state, then can't start this one
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@@ -75,7 +75,7 @@ bool GameEventMgr::CheckOneGameEvent(uint16 entry) const
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uint32 GameEventMgr::NextCheck(uint16 entry) const
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{
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time_t currenttime = time(NULL);
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time_t currenttime = time(nullptr);
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// for NEXTPHASE state world events, return the delay to start the next event, so the followup event will be checked correctly
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if ((mGameEvent[entry].state == GAMEEVENT_WORLD_NEXTPHASE || mGameEvent[entry].state == GAMEEVENT_WORLD_FINISHED) && mGameEvent[entry].nextstart >= currenttime)
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@@ -135,7 +135,7 @@ bool GameEventMgr::StartEvent(uint16 event_id, bool overwrite)
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ApplyNewEvent(event_id);
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if (overwrite)
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{
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mGameEvent[event_id].start = time(NULL);
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mGameEvent[event_id].start = time(nullptr);
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if (data.end <= data.start)
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data.end = data.start + data.length;
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}
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@@ -1053,7 +1053,7 @@ void GameEventMgr::StartArenaSeason()
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uint32 GameEventMgr::Update() // return the next event delay in ms
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{
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time_t currenttime = time(NULL);
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time_t currenttime = time(nullptr);
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uint32 nextEventDelay = max_ge_check_delay; // 1 day
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uint32 calcDelay;
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std::set<uint16> activate, deactivate;
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@@ -1641,7 +1641,7 @@ bool GameEventMgr::CheckOneGameEventConditions(uint16 event_id)
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// set the followup events' start time
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if (!mGameEvent[event_id].nextstart)
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{
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time_t currenttime = time(NULL);
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time_t currenttime = time(nullptr);
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mGameEvent[event_id].nextstart = currenttime + mGameEvent[event_id].length * 60;
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}
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return true;
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@@ -1757,7 +1757,7 @@ void GameEventMgr::SetHolidayEventTime(GameEventData& event)
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bool singleDate = ((holiday->Date[0] >> 24) & 0x1F) == 31; // Events with fixed date within year have - 1
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time_t curTime = time(NULL);
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time_t curTime = time(nullptr);
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for (int i = 0; i < MAX_HOLIDAY_DATES && holiday->Date[i]; ++i)
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{
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uint32 date = holiday->Date[i];
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@@ -3144,7 +3144,7 @@ bool InstanceMap::AddPlayerToMap(Player* player)
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// increase current instances (hourly limit)
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if (!group || !group->isLFGGroup())
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player->AddInstanceEnterTime(GetInstanceId(), time(NULL));
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player->AddInstanceEnterTime(GetInstanceId(), time(nullptr));
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// get or create an instance save for the map
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InstanceSave* mapSave = sInstanceSaveMgr->GetInstanceSave(GetInstanceId());
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@@ -447,7 +447,7 @@ class TC_GAME_API OnlyOnceAreaTriggerScript : public AreaTriggerScript
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using AreaTriggerScript::AreaTriggerScript;
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public:
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bool OnTrigger(Player* /*player*/, AreaTriggerEntry const* /*trigger*/) override;
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bool OnTrigger(Player* /*player*/, AreaTriggerEntry const* /*trigger*/) final override;
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protected:
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virtual bool _OnTrigger(Player* /*player*/, AreaTriggerEntry const* /*trigger*/) = 0;
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