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-rw-r--r--src/game/GridStates.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/game/GridStates.cpp b/src/game/GridStates.cpp
index 94a1393bfa1..9d39531cfad 100644
--- a/src/game/GridStates.cpp
+++ b/src/game/GridStates.cpp
@@ -33,9 +33,9 @@ ActiveState::Update(Map &m, NGridType &grid, GridInfo & info, const uint32 &x, c
{
// Only check grid activity every (grid_expiry/10) ms, because it's really useless to do it every cycle
info.UpdateTimeTracker(t_diff);
- if ( info.getTimeTracker().Passed() )
+ if (info.getTimeTracker().Passed())
{
- if ( grid.ActiveObjectsInGrid() == 0 && !m.ActiveObjectsNearGrid(x, y) )
+ if (grid.ActiveObjectsInGrid() == 0 && !m.ActiveObjectsNearGrid(x, y))
{
ObjectGridStoper stoper(grid);
stoper.StopN();
@@ -63,9 +63,9 @@ RemovalState::Update(Map &m, NGridType &grid, GridInfo &info, const uint32 &x, c
if (!info.getUnloadLock())
{
info.UpdateTimeTracker(t_diff);
- if ( info.getTimeTracker().Passed() )
+ if (info.getTimeTracker().Passed())
{
- if ( !m.UnloadGrid(x, y, false) )
+ if (!m.UnloadGrid(x, y, false))
{
sLog.outDebug("Grid[%u,%u] for map %u differed unloading due to players or active objects nearby", x, y, m.GetId());
m.ResetGridExpiry(grid);