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authormaximius <none@none>2009-11-20 19:11:28 -0800
committermaximius <none@none>2009-11-20 19:11:28 -0800
commit654519d1a685e3b666c3be4eb74bbecd747bf735 (patch)
tree6426d9dacd803508dd2761d715b1bf62b38aea6f /src/game/ObjectGridLoader.cpp
parent5b54c76ac339769978e869c8326720f99bd36b3e (diff)
*Some cleanup (mostly whitespace changes)
--HG-- branch : trunk
Diffstat (limited to 'src/game/ObjectGridLoader.cpp')
-rw-r--r--src/game/ObjectGridLoader.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/ObjectGridLoader.cpp b/src/game/ObjectGridLoader.cpp
index 9a8d89d1120..df95eccbb3b 100644
--- a/src/game/ObjectGridLoader.cpp
+++ b/src/game/ObjectGridLoader.cpp
@@ -54,7 +54,7 @@ ObjectGridRespawnMover::Visit(CreatureMapType &m)
// creature in unloading grid can have respawn point in another grid
// if it will be unloaded then it will not respawn in original grid until unload/load original grid
// move to respawn point to prevent this case. For player view in respawn grid this will be normal respawn.
- for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); )
+ for (CreatureMapType::iterator iter = m.begin(); iter != m.end();)
{
Creature * c = iter->getSource();
++iter;