diff options
Diffstat (limited to 'src/game/GridStates.cpp')
-rw-r--r-- | src/game/GridStates.cpp | 8 |
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); |