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-rw-r--r--src/game/InstanceSaveMgr.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/game/InstanceSaveMgr.cpp b/src/game/InstanceSaveMgr.cpp
index 06af9aaeffb..ad827a07bf2 100644
--- a/src/game/InstanceSaveMgr.cpp
+++ b/src/game/InstanceSaveMgr.cpp
@@ -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)
{