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path: root/src/server/game/Conditions/ConditionMgr.cpp
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Diffstat (limited to 'src/server/game/Conditions/ConditionMgr.cpp')
-rwxr-xr-xsrc/server/game/Conditions/ConditionMgr.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Conditions/ConditionMgr.cpp b/src/server/game/Conditions/ConditionMgr.cpp
index 84212075013..ae0cf87bcec 100755
--- a/src/server/game/Conditions/ConditionMgr.cpp
+++ b/src/server/game/Conditions/ConditionMgr.cpp
@@ -29,7 +29,7 @@
// Checks if player meets the condition
// Can have CONDITION_SOURCE_TYPE_NONE && !mReferenceId if called from a special event (ie: eventAI)
-bool Condition::Meets(Player * player, Unit* invoker)
+bool Condition::Meets(Player* player, Unit* invoker)
{
if (!player)
{
@@ -1289,7 +1289,7 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond)
}
case CONDITION_MAPID:
{
- MapEntry const * me = sMapStore.LookupEntry(cond->mConditionValue1);
+ MapEntry const* me = sMapStore.LookupEntry(cond->mConditionValue1);
if (!me)
{
sLog->outErrorDb("Map condition has non existing map (%u), skipped", cond->mConditionValue1);