diff options
Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r-- | src/game/Player.cpp | 46 |
1 files changed, 23 insertions, 23 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 390d94e861f..da692573e03 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -5327,7 +5327,7 @@ void Player::UpdateRating(CombatRating cr) void Player::UpdateAllRatings() { - for(int cr = 0; cr < MAX_COMBAT_RATING; ++cr) + for (int cr = 0; cr < MAX_COMBAT_RATING; ++cr) UpdateRating(CombatRating(cr)); } @@ -5630,7 +5630,7 @@ void Player::UpdateSkillsForLevel() bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL); - for(SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr) + for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr) { if(itr->second.uState == SKILL_DELETED) continue; @@ -5670,7 +5670,7 @@ void Player::UpdateSkillsForLevel() void Player::UpdateSkillsToMaxSkillsForLevel() { - for(SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr) + for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr) { if(itr->second.uState == SKILL_DELETED) continue; @@ -9541,7 +9541,7 @@ bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 uint8 Player::CountItemWithLimitCategory(uint32 limitCategory, Item* skipItem) const { uint8 tempcount = 0; - for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) + for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (!pItem) @@ -9555,7 +9555,7 @@ uint8 Player::CountItemWithLimitCategory(uint32 limitCategory, Item* skipItem) c tempcount += pItem->GetCount(); } - for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) + for (int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (!pItem) @@ -9569,13 +9569,13 @@ uint8 Player::CountItemWithLimitCategory(uint32 limitCategory, Item* skipItem) c tempcount += pItem->GetCount(); } - for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) + for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (!pBag) continue; - for(uint32 j = 0; j < pBag->GetBagSize(); ++j) + for (uint32 j = 0; j < pBag->GetBagSize(); ++j) { Item *pItem = GetItemByPos( i, j ); @@ -9590,7 +9590,7 @@ uint8 Player::CountItemWithLimitCategory(uint32 limitCategory, Item* skipItem) c } } - for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) + for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (!pItem) @@ -9604,13 +9604,13 @@ uint8 Player::CountItemWithLimitCategory(uint32 limitCategory, Item* skipItem) c tempcount += pItem->GetCount(); } - for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) + for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (!pBag) continue; - for(uint32 j = 0; j < pBag->GetBagSize(); ++j) + for (uint32 j = 0; j < pBag->GetBagSize(); ++j) { Item *pItem = GetItemByPos( i, j ); @@ -11853,7 +11853,7 @@ void Player::DestroyConjuredItems( bool update ) Item* Player::GetItemByEntry(uint32 entry) const { // in inventory - for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) + for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) { if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) if (pItem->GetEntry() == entry) @@ -11861,11 +11861,11 @@ Item* Player::GetItemByEntry(uint32 entry) const } - for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) + for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { - for(uint32 j = 0; j < pBag->GetBagSize(); ++j) + for (uint32 j = 0; j < pBag->GetBagSize(); ++j) { if (Item* pItem = pBag->GetItemByPos(j)) if (pItem->GetEntry()==entry) @@ -11875,7 +11875,7 @@ Item* Player::GetItemByEntry(uint32 entry) const } - for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i) + for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) if (pItem->GetEntry()==entry) @@ -12323,7 +12323,7 @@ void Player::SwapItem( uint16 src, uint16 dst ) if (IsBagPos(src)) { Bag* bag = (Bag*)pSrcItem; - for(int i=0; i < bag->GetBagSize(); ++i) + for (int i=0; i < bag->GetBagSize(); ++i) { if (Item *bagItem = bag->GetItemByPos(i)) { @@ -12340,7 +12340,7 @@ void Player::SwapItem( uint16 src, uint16 dst ) if (!released && IsBagPos(dst) && pDstItem) { Bag* bag = (Bag*)pDstItem; - for(int i=0; i < bag->GetBagSize(); ++i) + for (int i=0; i < bag->GetBagSize(); ++i) { if (Item *bagItem = bag->GetItemByPos(i)) { @@ -13092,7 +13092,7 @@ void Player::PrepareGossipMenu(WorldObject *pSource, uint32 menuId) if (pMenuItemBounds.first == pMenuItemBounds.second && menuId == GetDefaultGossipMenuForSource(pSource)) pMenuItemBounds = objmgr.GetGossipMenuItemsMapBounds(0); - for(GossipMenuItemsMap::const_iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr) + for (GossipMenuItemsMap::const_iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr) { bool bCanTalk = true; @@ -13442,7 +13442,7 @@ uint32 Player::GetGossipTextId(uint32 menuId) GossipMenusMapBounds pMenuBounds = objmgr.GetGossipMenusMapBounds(menuId); - for(GossipMenusMap::const_iterator itr = pMenuBounds.first; itr != pMenuBounds.second; ++itr) + for (GossipMenusMap::const_iterator itr = pMenuBounds.first; itr != pMenuBounds.second; ++itr) { if (objmgr.IsPlayerMeetToCondition(this, itr->second.cond_1) && objmgr.IsPlayerMeetToCondition(this, itr->second.cond_2)) textId = itr->second.text_id; @@ -17705,7 +17705,7 @@ void Player::_SaveDailyQuestStatus() void Player::_SaveSkills() { // we don't need transactions here. - for( SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ) + for ( SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ) { if(itr->second.uState == SKILL_UNCHANGED) { @@ -20494,7 +20494,7 @@ void Player::SendInitialPacketsBeforeAddToMap() SendInitialSpells(); data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4); - data << uint32(0); // count, for(count) uint32; + data << uint32(0); // count, for (count) uint32; GetSession()->SendPacket(&data); SendInitialActionButtons(); @@ -22040,7 +22040,7 @@ uint32 Player::GetRuneBaseCooldown(uint8 index) uint32 cooldown = RUNE_COOLDOWN; AuraEffectList const& regenAura = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT); - for(AuraEffectList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i) + for (AuraEffectList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i) { if((*i)->GetMiscValue() == POWER_RUNE && (*i)->GetMiscValueB() == rune) cooldown = cooldown*(100-(*i)->GetAmount())/100; @@ -22051,7 +22051,7 @@ uint32 Player::GetRuneBaseCooldown(uint8 index) void Player::RemoveRunesByAuraEffect(AuraEffect const * aura) { - for(uint8 i = 0; i < MAX_RUNES; ++i) + for (uint8 i = 0; i < MAX_RUNES; ++i) { if (m_runes->runes[i].ConvertAura == aura) { @@ -22069,7 +22069,7 @@ void Player::RestoreBaseRune(uint8 index) // Don't drop passive talents providing rune convertion if (!aura || aura->GetAuraType() != SPELL_AURA_CONVERT_RUNE) return; - for(uint8 i = 0; i < MAX_RUNES; ++i) + for (uint8 i = 0; i < MAX_RUNES; ++i) { if (aura == m_runes->runes[i].ConvertAura) return; |