diff options
author | QAston <none@none> | 2010-07-28 00:08:21 +0200 |
---|---|---|
committer | QAston <none@none> | 2010-07-28 00:08:21 +0200 |
commit | e232c0e235d7325c05eee6f13cbbc95aac93a6a2 (patch) | |
tree | 4566f29ca8c515bf82e7bb02d1df41978629b9fb /src/server/game/Reputation/ReputationMgr.cpp | |
parent | 51400a4e15ff98d211e0c6345b7b13a4c588f187 (diff) |
*Cleanup in ObjectAccessor - this should fix some crashes
--HG--
branch : trunk
Diffstat (limited to 'src/server/game/Reputation/ReputationMgr.cpp')
-rw-r--r-- | src/server/game/Reputation/ReputationMgr.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Reputation/ReputationMgr.cpp b/src/server/game/Reputation/ReputationMgr.cpp index 3bf189af88f..54e6d96939d 100644 --- a/src/server/game/Reputation/ReputationMgr.cpp +++ b/src/server/game/Reputation/ReputationMgr.cpp @@ -273,12 +273,12 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi else { // update for the actual faction first - bool res = SetOneFactionReputation(factionEntry, standing, incremental); + bool res = SetOneFactionReputation(factionEntry, standing, incremental); if (res) { // then some spillover calculation here if it exist - if (const RepSpilloverTemplate *repTemplate = objmgr.GetRepSpilloverTemplate(factionEntry->ID)) + if (RepSpilloverTemplate const * repTemplate = objmgr.GetRepSpilloverTemplate(factionEntry->ID)) { for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i) { @@ -287,7 +287,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi if (m_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i])) { // bonuses are already given, so just modify standing by rate - int32 spilloverRep = standing * repTemplate->faction_rate[i]; + int32 spilloverRep = standing * repTemplate->faction_rate[i]; SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), spilloverRep, incremental); } } @@ -295,7 +295,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi } // now we can send it - FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID); + FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID); if (itr != m_factions.end()) SendState(&itr->second); } |