diff options
Diffstat (limited to 'src/server/game/Reputation/ReputationMgr.cpp')
-rwxr-xr-x | src/server/game/Reputation/ReputationMgr.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/src/server/game/Reputation/ReputationMgr.cpp b/src/server/game/Reputation/ReputationMgr.cpp index e285f5e1589..0aaa3da0a38 100755 --- a/src/server/game/Reputation/ReputationMgr.cpp +++ b/src/server/game/Reputation/ReputationMgr.cpp @@ -41,7 +41,7 @@ ReputationRank ReputationMgr::ReputationToRank(int32 standing) int32 ReputationMgr::GetReputation(uint32 faction_id) const { - FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id); + FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction_id); if (!factionEntry) { @@ -233,7 +233,7 @@ void ReputationMgr::Initialize() for (unsigned int i = 1; i < sFactionStore.GetNumRows(); i++) { - FactionEntry const *factionEntry = sFactionStore.LookupEntry(i); + FactionEntry const* factionEntry = sFactionStore.LookupEntry(i); if (factionEntry && (factionEntry->reputationListID >= 0)) { @@ -260,7 +260,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi sScriptMgr->OnPlayerReputationChange(m_player, factionEntry->ID, standing, incremental); bool res = false; // if spillover definition exists in DB, override DBC - if (const RepSpilloverTemplate *repTemplate = sObjectMgr->GetRepSpilloverTemplate(factionEntry->ID)) + if (const RepSpilloverTemplate* repTemplate = sObjectMgr->GetRepSpilloverTemplate(factionEntry->ID)) { for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i) { @@ -284,7 +284,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi if (!flist && factionEntry->team && factionEntry->spilloverRateOut != 0.0f) { spillOverRepOut *= factionEntry->spilloverRateOut; - if (FactionEntry const *parent = sFactionStore.LookupEntry(factionEntry->team)) + if (FactionEntry const* parent = sFactionStore.LookupEntry(factionEntry->team)) { FactionStateList::iterator parentState = m_factions.find(parent->reputationListID); // some team factions have own reputation standing, in this case do not spill to other sub-factions @@ -303,7 +303,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi // Spillover to affiliated factions for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr) { - if (FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr)) + if (FactionEntry const* factionEntryCalc = sFactionStore.LookupEntry(*itr)) { if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->spilloverMaxRankIn)) continue; @@ -375,13 +375,13 @@ void ReputationMgr::SetVisible(FactionTemplateEntry const*factionTemplateEntry) if (!factionTemplateEntry->faction) return; - if (FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction)) + if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction)) // Never show factions of the opposing team if (!(factionEntry->BaseRepRaceMask[1] & m_player->getRaceMask() && factionEntry->BaseRepValue[1] == Reputation_Bottom)) SetVisible(factionEntry); } -void ReputationMgr::SetVisible(FactionEntry const *factionEntry) +void ReputationMgr::SetVisible(FactionEntry const* factionEntry) { if (factionEntry->reputationListID < 0) return; @@ -478,7 +478,7 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result) // Set initial reputations (so everything is nifty before DB data load) Initialize(); - //QueryResult *result = CharacterDatabase.PQuery("SELECT faction, standing, flags FROM character_reputation WHERE guid = '%u'", GetGUIDLow()); + //QueryResult* result = CharacterDatabase.PQuery("SELECT faction, standing, flags FROM character_reputation WHERE guid = '%u'", GetGUIDLow()); if (result) { @@ -486,7 +486,7 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result) { Field* fields = result->Fetch(); - FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt16()); + FactionEntry const* factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt16()); if (factionEntry && (factionEntry->reputationListID >= 0)) { FactionState* faction = &m_factions[factionEntry->reputationListID]; |