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-rw-r--r--src/game/InstanceSaveMgr.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/game/InstanceSaveMgr.cpp b/src/game/InstanceSaveMgr.cpp
index 4428646fead..97014cc6796 100644
--- a/src/game/InstanceSaveMgr.cpp
+++ b/src/game/InstanceSaveMgr.cpp
@@ -482,7 +482,7 @@ void InstanceSaveManager::LoadResetTimes()
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty = '%u'", newresettime, mapid, difficulty);
SetResetTimeFor(mapid,difficulty,newresettime);
- } while(result->NextRow());
+ } while (result->NextRow());
}
// clean expired instances, references to them will be deleted in CleanupInstances
@@ -566,7 +566,7 @@ void InstanceSaveManager::ScheduleReset(bool add, time_t time, InstResetEvent ev
void InstanceSaveManager::Update()
{
time_t now = time(NULL), t;
- while(!m_resetTimeQueue.empty() && (t = m_resetTimeQueue.begin()->first) < now)
+ while (!m_resetTimeQueue.empty() && (t = m_resetTimeQueue.begin()->first) < now)
{
InstResetEvent &event = m_resetTimeQueue.begin()->second;
if(event.type == 0)
@@ -598,13 +598,13 @@ void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr)
// do not allow UnbindInstance to automatically unload the InstanceSaves
lock_instLists = true;
InstanceSave::PlayerListType &pList = itr->second->m_playerList;
- while(!pList.empty())
+ while (!pList.empty())
{
Player *player = *(pList.begin());
player->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficulty(), true);
}
InstanceSave::GroupListType &gList = itr->second->m_groupList;
- while(!gList.empty())
+ while (!gList.empty())
{
Group *group = *(gList.begin());
group->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficulty(), true);