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*Some cleanup (mostly whitespace changes)
--HG-- branch : trunk
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@@ -768,7 +768,7 @@ void Map::Update(const uint32 &t_diff)
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// non-player active objects
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if (!m_activeNonPlayers.empty())
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{
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for (m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end(); )
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for (m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end();)
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{
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// skip not in world
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WorldObject* obj = *m_activeNonPlayersIter;
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@@ -1220,7 +1220,7 @@ void Map::UnloadAll()
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// clear all delayed moves, useless anyway do this moves before map unload.
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i_creaturesToMove.clear();
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for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end(); )
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for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end();)
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{
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NGridType &grid(*i->getSource());
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++i;
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@@ -2268,7 +2268,7 @@ void Map::DelayedUpdate(const uint32 t_diff)
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// This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
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if (!IsBattleGroundOrArena())
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{
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for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end(); )
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for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end();)
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{
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NGridType *grid = i->getSource();
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GridInfo *info = i->getSource()->getGridInfoRef();
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