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-rw-r--r--src/game/InstanceSaveMgr.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/game/InstanceSaveMgr.cpp b/src/game/InstanceSaveMgr.cpp
index cb95dac6978..ad827a07bf2 100644
--- a/src/game/InstanceSaveMgr.cpp
+++ b/src/game/InstanceSaveMgr.cpp
@@ -1,7 +1,7 @@
/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
- * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
+ * Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
*
*
* This program is free software; you can redistribute it and/or modify
@@ -270,7 +270,7 @@ void InstanceSaveManager::CleanupInstances()
// creature_respawn and gameobject_respawn are in another database
// first, obtain total instance set
- std::set< uint32 > InstanceSet;
+ std::set<uint32> InstanceSet;
QueryResult *result = CharacterDatabase.Query("SELECT id FROM instance");
if( result )
{
@@ -322,7 +322,7 @@ void InstanceSaveManager::PackInstances()
// TODO: this can be done a LOT more efficiently
// obtain set of all associations
- std::set< uint32 > InstanceSet;
+ std::set<uint32> InstanceSet;
// all valid ids are in the instance table
// any associations to ids not in this table are assumed to be
@@ -344,7 +344,7 @@ void InstanceSaveManager::PackInstances()
uint32 InstanceNumber = 1;
// we do assume std::set is sorted properly on integer value
- for (std::set< uint32 >::iterator i = InstanceSet.begin(); i != InstanceSet.end(); ++i)
+ for (std::set<uint32>::iterator i = InstanceSet.begin(); i != InstanceSet.end(); ++i)
{
if (*i != InstanceNumber)
{
@@ -361,8 +361,8 @@ void InstanceSaveManager::PackInstances()
bar.step();
}
- sLog.outString();
sLog.outString( ">> Instance numbers remapped, next instance id is %u", InstanceNumber );
+ sLog.outString();
}
void InstanceSaveManager::LoadResetTimes()
@@ -454,7 +454,7 @@ void InstanceSaveManager::LoadResetTimes()
// add the global reset times to the priority queue
for(uint32 i = 0; i < sInstanceTemplate.MaxEntry; i++)
{
- InstanceTemplate* temp = (InstanceTemplate*)objmgr.GetInstanceTemplate(i);
+ InstanceTemplate const* temp = objmgr.GetInstanceTemplate(i);
if(!temp) continue;
// only raid/heroic maps have a global reset time
const MapEntry* entry = sMapStore.LookupEntry(temp->map);
@@ -583,7 +583,7 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, bool warn, uint32 timeLe
{
// global reset for all instances of the given map
// note: this isn't fast but it's meant to be executed very rarely
- Map *map = (MapInstanced*)MapManager::Instance().GetBaseMap(mapid);
+ Map const *map = MapManager::Instance().GetBaseMap(mapid);
if(!map->Instanceable())
return;
uint64 now = (uint64)time(NULL);
@@ -591,7 +591,7 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, bool warn, uint32 timeLe
if(!warn)
{
// this is called one minute before the reset time
- InstanceTemplate* temp = (InstanceTemplate*)objmgr.GetInstanceTemplate(mapid);
+ InstanceTemplate const* temp = objmgr.GetInstanceTemplate(mapid);
if(!temp || !temp->reset_delay)
{
sLog.outError("InstanceSaveManager::ResetOrWarnAll: no instance template or reset delay for map %d", mapid);