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-rw-r--r--src/server/game/AuctionHouse/AuctionHouseMgr.cpp40
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp9
2 files changed, 23 insertions, 26 deletions
diff --git a/src/server/game/AuctionHouse/AuctionHouseMgr.cpp b/src/server/game/AuctionHouse/AuctionHouseMgr.cpp
index e7504b4ddd2..a2e958d680f 100644
--- a/src/server/game/AuctionHouse/AuctionHouseMgr.cpp
+++ b/src/server/game/AuctionHouse/AuctionHouseMgr.cpp
@@ -648,37 +648,37 @@ void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player
}
//this function inserts to WorldPacket auction's data
-bool AuctionEntry::BuildAuctionInfo(WorldPacket & data) const
+bool AuctionEntry::BuildAuctionInfo(WorldPacket& data) const
{
- Item* pItem = sAuctionMgr->GetAItem(item_guidlow);
- if (!pItem)
+ Item* item = sAuctionMgr->GetAItem(item_guidlow);
+ if (!item)
{
- sLog->outError("auction to item, that doesn't exist !!!!");
+ sLog->outError("AuctionEntry::BuildAuctionInfo: Auction %u has a non-existent item: %u", Id, item_guidlow);
return false;
}
data << uint32(Id);
- data << uint32(pItem->GetEntry());
+ data << uint32(item->GetEntry());
for (uint8 i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
{
- data << uint32(pItem->GetEnchantmentId(EnchantmentSlot(i)));
- data << uint32(pItem->GetEnchantmentDuration(EnchantmentSlot(i)));
- data << uint32(pItem->GetEnchantmentCharges(EnchantmentSlot(i)));
+ data << uint32(item->GetEnchantmentId(EnchantmentSlot(i)));
+ data << uint32(item->GetEnchantmentDuration(EnchantmentSlot(i)));
+ data << uint32(item->GetEnchantmentCharges(EnchantmentSlot(i)));
}
- data << int32(pItem->GetItemRandomPropertyId()); //random item property id
- data << uint32(pItem->GetItemSuffixFactor()); //SuffixFactor
- data << uint32(pItem->GetCount()); //item->count
- data << uint32(pItem->GetSpellCharges()); //item->charge FFFFFFF
- data << uint32(0); //Unknown
- data << uint64(owner); //Auction->owner
- data << uint32(startbid); //Auction->startbid (not sure if useful)
+ data << int32(item->GetItemRandomPropertyId()); // Random item property id
+ data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
+ data << uint32(item->GetCount()); // item->count
+ data << uint32(item->GetSpellCharges()); // item->charge FFFFFFF
+ data << uint32(0); // Unknown
+ data << uint64(owner); // Auction->owner
+ data << uint32(startbid); // Auction->startbid (not sure if useful)
data << uint32(bid ? GetAuctionOutBid() : 0);
- //minimal outbid
- data << uint32(buyout); //auction->buyout
- data << uint32((expire_time-time(NULL))*IN_MILLISECONDS);//time left
- data << uint64(bidder); //auction->bidder current
- data << uint32(bid); //current bid
+ // Minimal outbid
+ data << uint32(buyout); // Auction->buyout
+ data << uint32((expire_time - time(NULL)) * IN_MILLISECONDS); // time left
+ data << uint64(bidder); // auction->bidder current
+ data << uint32(bid); // current bid
return true;
}
diff --git a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
index 55cf3c28d46..da84325a00a 100755
--- a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
@@ -201,20 +201,17 @@ void FlightPathMovementGenerator::Initialize(Player &player)
InitEndGridInfo();
}
-void FlightPathMovementGenerator::Finalize(Player & player)
+void FlightPathMovementGenerator::Finalize(Player& player)
{
// remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack)
player.ClearUnitState(UNIT_STATE_IN_FLIGHT);
player.Dismount();
- player.RemoveFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
+ player.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
- if(player.m_taxi.empty())
+ if (player.m_taxi.empty())
{
player.getHostileRefManager().setOnlineOfflineState(true);
- if(player.pvpInfo.inHostileArea)
- player.CastSpell(&player, 2479, true);
-
// update z position to ground and orientation for landing point
// this prevent cheating with landing point at lags
// when client side flight end early in comparison server side