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authorSpp <spp@jorge.gr>2011-09-15 14:08:17 +0200
committerSpp <spp@jorge.gr>2011-09-15 14:12:57 +0200
commitaf05915b9e36497eda8f2f061c29ffee0c8042b6 (patch)
treefa9e603e2a8d90b9842148ee9fa767f475566b67 /src/server/game/Reputation/ReputationMgr.cpp
parent9006e4e8dc1c2cbf30303dd2d5e34f3d9a2380a9 (diff)
[Cosmetic] Apply codestyle "XXX * " and "XXX *" changed to "XXX* " (with some exceptions)
Diffstat (limited to 'src/server/game/Reputation/ReputationMgr.cpp')
-rwxr-xr-xsrc/server/game/Reputation/ReputationMgr.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/server/game/Reputation/ReputationMgr.cpp b/src/server/game/Reputation/ReputationMgr.cpp
index e285f5e1589..0aaa3da0a38 100755
--- a/src/server/game/Reputation/ReputationMgr.cpp
+++ b/src/server/game/Reputation/ReputationMgr.cpp
@@ -41,7 +41,7 @@ ReputationRank ReputationMgr::ReputationToRank(int32 standing)
int32 ReputationMgr::GetReputation(uint32 faction_id) const
{
- FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id);
+ FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction_id);
if (!factionEntry)
{
@@ -233,7 +233,7 @@ void ReputationMgr::Initialize()
for (unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
{
- FactionEntry const *factionEntry = sFactionStore.LookupEntry(i);
+ FactionEntry const* factionEntry = sFactionStore.LookupEntry(i);
if (factionEntry && (factionEntry->reputationListID >= 0))
{
@@ -260,7 +260,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
sScriptMgr->OnPlayerReputationChange(m_player, factionEntry->ID, standing, incremental);
bool res = false;
// if spillover definition exists in DB, override DBC
- if (const RepSpilloverTemplate *repTemplate = sObjectMgr->GetRepSpilloverTemplate(factionEntry->ID))
+ if (const RepSpilloverTemplate* repTemplate = sObjectMgr->GetRepSpilloverTemplate(factionEntry->ID))
{
for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
{
@@ -284,7 +284,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
if (!flist && factionEntry->team && factionEntry->spilloverRateOut != 0.0f)
{
spillOverRepOut *= factionEntry->spilloverRateOut;
- if (FactionEntry const *parent = sFactionStore.LookupEntry(factionEntry->team))
+ if (FactionEntry const* parent = sFactionStore.LookupEntry(factionEntry->team))
{
FactionStateList::iterator parentState = m_factions.find(parent->reputationListID);
// some team factions have own reputation standing, in this case do not spill to other sub-factions
@@ -303,7 +303,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
// Spillover to affiliated factions
for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
{
- if (FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr))
+ if (FactionEntry const* factionEntryCalc = sFactionStore.LookupEntry(*itr))
{
if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->spilloverMaxRankIn))
continue;
@@ -375,13 +375,13 @@ void ReputationMgr::SetVisible(FactionTemplateEntry const*factionTemplateEntry)
if (!factionTemplateEntry->faction)
return;
- if (FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction))
+ if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction))
// Never show factions of the opposing team
if (!(factionEntry->BaseRepRaceMask[1] & m_player->getRaceMask() && factionEntry->BaseRepValue[1] == Reputation_Bottom))
SetVisible(factionEntry);
}
-void ReputationMgr::SetVisible(FactionEntry const *factionEntry)
+void ReputationMgr::SetVisible(FactionEntry const* factionEntry)
{
if (factionEntry->reputationListID < 0)
return;
@@ -478,7 +478,7 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
// Set initial reputations (so everything is nifty before DB data load)
Initialize();
- //QueryResult *result = CharacterDatabase.PQuery("SELECT faction, standing, flags FROM character_reputation WHERE guid = '%u'", GetGUIDLow());
+ //QueryResult* result = CharacterDatabase.PQuery("SELECT faction, standing, flags FROM character_reputation WHERE guid = '%u'", GetGUIDLow());
if (result)
{
@@ -486,7 +486,7 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
{
Field* fields = result->Fetch();
- FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt16());
+ FactionEntry const* factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt16());
if (factionEntry && (factionEntry->reputationListID >= 0))
{
FactionState* faction = &m_factions[factionEntry->reputationListID];