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-rw-r--r--src/game/Map.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/game/Map.cpp b/src/game/Map.cpp
index 0093066bd1f..d45cdab6f0c 100644
--- a/src/game/Map.cpp
+++ b/src/game/Map.cpp
@@ -768,7 +768,7 @@ void Map::Update(const uint32 &t_diff)
// non-player active objects
if (!m_activeNonPlayers.empty())
{
- for (m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end(); )
+ for (m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end();)
{
// skip not in world
WorldObject* obj = *m_activeNonPlayersIter;
@@ -1220,7 +1220,7 @@ void Map::UnloadAll()
// clear all delayed moves, useless anyway do this moves before map unload.
i_creaturesToMove.clear();
- for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end(); )
+ for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end();)
{
NGridType &grid(*i->getSource());
++i;
@@ -2268,7 +2268,7 @@ void Map::DelayedUpdate(const uint32 t_diff)
// This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
if (!IsBattleGroundOrArena())
{
- for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end(); )
+ for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end();)
{
NGridType *grid = i->getSource();
GridInfo *info = i->getSource()->getGridInfoRef();