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Core/Misc: Code cleanup
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@@ -2173,7 +2173,7 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo)
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// do not reset the instance, just unbind if others are permanently bound to it
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if (isEmpty && instanceSave->CanReset())
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{
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if (map && this->isRaidGroup() && map->IsDungeon() && SendMsgTo)
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if (map && isRaidGroup() && map->IsDungeon() && SendMsgTo)
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{
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AreaTrigger const * const instanceEntrance = sObjectMgr->GetGoBackTrigger(map->GetId());
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@@ -2184,7 +2184,7 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo)
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WorldSafeLocsEntry const * graveyardLocation = sObjectMgr->GetClosestGraveyard(instanceEntrance->target_X, instanceEntrance->target_Y, instanceEntrance->target_Z, instanceEntrance->target_mapId, SendMsgTo->GetTeam());;
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uint32 const zoneId = sMapMgr->GetZoneId(graveyardLocation->map_id, graveyardLocation->x, graveyardLocation->y, graveyardLocation->z);
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for (const MemberSlot &member : this->GetMemberSlots())
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for (const MemberSlot &member : GetMemberSlots())
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{
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if (!ObjectAccessor::FindConnectedPlayer(member.guid))
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{
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@@ -2196,7 +2196,7 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo)
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stmt->setFloat(3, instanceEntrance->target_Orientation);
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stmt->setUInt32(4, graveyardLocation->map_id);
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stmt->setUInt32(5, zoneId);
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stmt->setUInt32(6, member.guid);
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stmt->setUInt32(6, member.guid.GetCounter());
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stmt->setUInt32(7, map->GetId());
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CharacterDatabase.Execute(stmt);
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