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-rw-r--r--src/game/ObjectGridLoader.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/game/ObjectGridLoader.cpp b/src/game/ObjectGridLoader.cpp
index 6a11fe44f86..9a8d89d1120 100644
--- a/src/game/ObjectGridLoader.cpp
+++ b/src/game/ObjectGridLoader.cpp
@@ -54,7 +54,7 @@ ObjectGridRespawnMover::Visit(CreatureMapType &m)
// creature in unloading grid can have respawn point in another grid
// if it will be unloaded then it will not respawn in original grid until unload/load original grid
// move to respawn point to prevent this case. For player view in respawn grid this will be normal respawn.
- for(CreatureMapType::iterator iter = m.begin(); iter != m.end();)
+ for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); )
{
Creature * c = iter->getSource();
++iter;
@@ -124,7 +124,7 @@ void AddObjectHelper(CellPair &cell, GridRefManager<T> &m, uint32 &count, Map* m
template <class T>
void LoadHelper(CellGuidSet const& guid_set, CellPair &cell, GridRefManager<T> &m, uint32 &count, Map* map)
{
- for(CellGuidSet::const_iterator i_guid = guid_set.begin(); i_guid != guid_set.end(); ++i_guid)
+ for (CellGuidSet::const_iterator i_guid = guid_set.begin(); i_guid != guid_set.end(); ++i_guid)
{
T* obj = new T;
uint32 guid = *i_guid;
@@ -144,7 +144,7 @@ void LoadHelper(CellCorpseSet const& cell_corpses, CellPair &cell, CorpseMapType
if(cell_corpses.empty())
return;
- for(CellCorpseSet::const_iterator itr = cell_corpses.begin(); itr != cell_corpses.end(); ++itr)
+ for (CellCorpseSet::const_iterator itr = cell_corpses.begin(); itr != cell_corpses.end(); ++itr)
{
if(itr->second != map->GetInstanceId())
continue;
@@ -224,10 +224,10 @@ void ObjectGridLoader::LoadN(void)
{
i_gameObjects = 0; i_creatures = 0; i_corpses = 0;
i_cell.data.Part.cell_y = 0;
- for(unsigned int x=0; x < MAX_NUMBER_OF_CELLS; ++x)
+ for (unsigned int x=0; x < MAX_NUMBER_OF_CELLS; ++x)
{
i_cell.data.Part.cell_x = x;
- for(unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
+ for (unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
{
i_cell.data.Part.cell_y = y;
GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> loader;
@@ -239,9 +239,9 @@ void ObjectGridLoader::LoadN(void)
void ObjectGridUnloader::MoveToRespawnN()
{
- for(unsigned int x=0; x < MAX_NUMBER_OF_CELLS; ++x)
+ for (unsigned int x=0; x < MAX_NUMBER_OF_CELLS; ++x)
{
- for(unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
+ for (unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
{
ObjectGridRespawnMover mover;
mover.Move(i_grid(x, y));
@@ -282,7 +282,7 @@ void
ObjectGridStoper::Visit(CreatureMapType &m)
{
// stop any fights at grid de-activation and remove dynobjects created at cast by creatures
- for(CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
+ for (CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
{
iter->getSource()->RemoveAllDynObjects();
if(iter->getSource()->isInCombat())
@@ -304,7 +304,7 @@ ObjectGridCleaner::Stop(GridType &grid)
void
ObjectGridCleaner::Visit(CreatureMapType &m)
{
- for(CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
+ for (CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
iter->getSource()->CleanupsBeforeDelete();
}
@@ -312,7 +312,7 @@ template<class T>
void
ObjectGridCleaner::Visit(GridRefManager<T> &m)
{
- for(typename GridRefManager<T>::iterator iter = m.begin(); iter != m.end(); ++iter)
+ for (typename GridRefManager<T>::iterator iter = m.begin(); iter != m.end(); ++iter)
iter->getSource()->RemoveFromWorld();
}