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https://github.com/TrinityCore/TrinityCore.git
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Code style (game + scripts only):
"if(" --> "if ("
--HG--
branch : trunk
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@@ -111,24 +111,24 @@ Object* ObjectAccessor::GetObjectByTypeMask(WorldObject const& p, uint64 guid, u
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return ((Player const&)p).GetItemByGuid(guid);
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break;
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case HIGHGUID_PLAYER:
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if(typemask & TYPEMASK_PLAYER)
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if (typemask & TYPEMASK_PLAYER)
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return FindPlayer(guid);
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break;
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case HIGHGUID_GAMEOBJECT:
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if(typemask & TYPEMASK_GAMEOBJECT)
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if (typemask & TYPEMASK_GAMEOBJECT)
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return p.GetMap()->GetGameObject(guid);
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break;
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case HIGHGUID_UNIT:
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case HIGHGUID_VEHICLE:
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if(typemask & TYPEMASK_UNIT)
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if (typemask & TYPEMASK_UNIT)
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return p.GetMap()->GetCreature(guid);
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break;
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case HIGHGUID_PET:
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if(typemask & TYPEMASK_UNIT)
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if (typemask & TYPEMASK_UNIT)
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return GetPet(guid);
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break;
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case HIGHGUID_DYNAMICOBJECT:
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if(typemask & TYPEMASK_DYNAMICOBJECT)
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if (typemask & TYPEMASK_DYNAMICOBJECT)
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return p.GetMap()->GetDynamicObject(guid);
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break;
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case HIGHGUID_TRANSPORT:
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@@ -255,7 +255,7 @@ void ObjectAccessor::AddCorpsesToGrid(GridPair const& gridpair, GridType& grid,
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Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool insignia)
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{
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Corpse* corpse = GetCorpseForPlayerGUID(player_guid);
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if(!corpse)
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if (!corpse)
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{
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//in fact this function is called from several places
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//even when player doesn't have a corpse, not an error
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@@ -275,7 +275,7 @@ Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool insignia
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// remove resurrectable corpse from grid object registry (loaded state checked into call)
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// do not load the map if it's not loaded
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//Map *map = MapManager::Instance().FindMap(corpse->GetMapId(), corpse->GetInstanceId());
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//if(map)
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//if (map)
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// map->Remove(corpse, false);
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// remove corpse from DB
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