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* Fix CRLF and no newline in a couple of sqls
* Slight change to update loop to ensure expired auctions are't left in AH. --HG-- branch : trunk
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@@ -1 +1,2 @@
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UPDATE `gameobject_template` SET `type`='10',`data0`='0',`ScriptName`='go_wg2voa_portal' WHERE (`entry`='190763');
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UPDATE `gameobject_template` SET `type`='10',`data0`='0',`ScriptName`='go_wg2voa_portal' WHERE (`entry`='190763');
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@@ -1,4 +1,4 @@
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UPDATE `gameobject_template` SET `ScriptName` = 'go_matrix_punchograph' WHERE `gameobject_template`.`entry` =142345 LIMIT 1 ;
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UPDATE `gameobject_template` SET `ScriptName` = 'go_matrix_punchograph' WHERE `gameobject_template`.`entry` =142475 LIMIT 1 ;
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UPDATE `gameobject_template` SET `ScriptName` = 'go_matrix_punchograph' WHERE `gameobject_template`.`entry` =142476 LIMIT 1 ;
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UPDATE `gameobject_template` SET `ScriptName` = 'go_matrix_punchograph' WHERE `gameobject_template`.`entry` =142696 LIMIT 1 ;
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UPDATE `gameobject_template` SET `ScriptName` = 'go_matrix_punchograph' WHERE `gameobject_template`.`entry` =142696 LIMIT 1 ;
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@@ -506,7 +506,7 @@ void AuctionHouseObject::Update()
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if (AuctionsMap.empty())
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return;
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QueryResult* result = CharacterDatabase.PQuery("SELECT id FROM auctionhouse WHERE time <= %u ORDER BY TIME ASC", (uint32)curTime);
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QueryResult* result = CharacterDatabase.PQuery("SELECT id FROM auctionhouse WHERE time <= %u ORDER BY TIME ASC", (uint32)curTime+60);
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if (!result)
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{
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@@ -530,15 +530,8 @@ void AuctionHouseObject::Update()
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delete result;
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vector<uint32>::iterator iter = expiredAuctions.begin();
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for (uint32 count = 1;count <= 50;++count)
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while (!expiredAuctions.empty())
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{
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// Do we have any expired auctions? If not, stop here.
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if (expiredAuctions.empty())
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{
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count = 50;
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continue;
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}
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// from auctionhousehandler.cpp, creates auction pointer & player pointer
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AuctionEntry* auction = GetAuction(*iter);
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