diff options
| author | megamage <none@none> | 2009-02-27 12:13:59 -0600 |
|---|---|---|
| committer | megamage <none@none> | 2009-02-27 12:13:59 -0600 |
| commit | 472f897b0a1475991f70fdc428387ce3d322d5ce (patch) | |
| tree | 5ebd3cd397bfff6d18c9beeb8c5a1aa3be9fda29 /src/game/AchievementMgr.cpp | |
| parent | d3a69006675bb5317fab76584d5990b36c2fd5a5 (diff) | |
[7336] Implemented new BattleGroundQueue invitation system. Now it supports premade group versus premade group matches.
Added 2 new config options - InvitationType and PremadeGroupWaitForMatch - you can find more info in default config file.
This patch can cause crashes.
Author: Triply
[7338] Little cleanup in battleground queues code. Author: ApoC
--HG--
branch : trunk
Diffstat (limited to 'src/game/AchievementMgr.cpp')
| -rw-r--r-- | src/game/AchievementMgr.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/game/AchievementMgr.cpp b/src/game/AchievementMgr.cpp index 989c1be35d9..83a6302bcbd 100644 --- a/src/game/AchievementMgr.cpp +++ b/src/game/AchievementMgr.cpp @@ -573,11 +573,11 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui uint32 spellCount = 0; for (PlayerSpellMap::const_iterator spellIter = GetPlayer()->GetSpellMap().begin(); spellIter != GetPlayer()->GetSpellMap().end(); - spellIter++) + ++spellIter) { for(SkillLineAbilityMap::const_iterator skillIter = spellmgr.GetBeginSkillLineAbilityMap(spellIter->first); skillIter != spellmgr.GetEndSkillLineAbilityMap(spellIter->first); - skillIter++) + ++skillIter) { if(skillIter->second->skillId == achievementCriteria->learn_skilline_spell.skillLine) spellCount++; @@ -605,7 +605,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui { uint32 counter = 0; const FactionStateList factionStateList = GetPlayer()->GetFactionStateList(); - for (FactionStateList::const_iterator iter = factionStateList.begin(); iter!= factionStateList.end(); iter++) + for (FactionStateList::const_iterator iter = factionStateList.begin(); iter!= factionStateList.end(); ++iter) { if(GetPlayer()->ReputationToRank(iter->second.Standing) >= REP_EXALTED) ++counter; |
