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path: root/src/game/BattleGroundMgr.cpp
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-rw-r--r--src/game/BattleGroundMgr.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/game/BattleGroundMgr.cpp b/src/game/BattleGroundMgr.cpp
index 49d24fd2809..b697b8bbc9b 100644
--- a/src/game/BattleGroundMgr.cpp
+++ b/src/game/BattleGroundMgr.cpp
@@ -1132,9 +1132,9 @@ BattleGroundMgr::~BattleGroundMgr()
void BattleGroundMgr::DeleteAllBattleGrounds()
{
- for (uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; i++)
+ for (uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; ++i)
{
- for (BattleGroundSet::iterator itr = m_BattleGrounds[i].begin(); itr != m_BattleGrounds[i].end(); )
+ for (BattleGroundSet::iterator itr = m_BattleGrounds[i].begin(); itr != m_BattleGrounds[i].end();)
{
BattleGround * bg = itr->second;
m_BattleGrounds[i].erase(itr++);
@@ -1157,7 +1157,7 @@ void BattleGroundMgr::DeleteAllBattleGrounds()
void BattleGroundMgr::Update(uint32 diff)
{
BattleGroundSet::iterator itr, next;
- for (uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; i++)
+ for (uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; ++i)
{
itr = m_BattleGrounds[i].begin();
// skip updating battleground template
@@ -1530,7 +1530,7 @@ uint32 BattleGroundMgr::CreateClientVisibleInstanceId(BattleGroundTypeId bgTypeI
// the following works, because std::set is default ordered with "<"
// the optimalization would be to use as bitmask std::vector<uint32> - but that would only make code unreadable
uint32 lastId = 0;
- for (std::set<uint32>::iterator itr = m_ClientBattleGroundIds[bgTypeId][queue_id].begin(); itr != m_ClientBattleGroundIds[bgTypeId][queue_id].end(); )
+ for (std::set<uint32>::iterator itr = m_ClientBattleGroundIds[bgTypeId][queue_id].begin(); itr != m_ClientBattleGroundIds[bgTypeId][queue_id].end();)
{
if( (++lastId) != *itr) //if there is a gap between the ids, we will break..
break;