aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/Reputation/ReputationMgr.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/server/game/Reputation/ReputationMgr.cpp')
-rw-r--r--src/server/game/Reputation/ReputationMgr.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Reputation/ReputationMgr.cpp b/src/server/game/Reputation/ReputationMgr.cpp
index 3bf189af88f..54e6d96939d 100644
--- a/src/server/game/Reputation/ReputationMgr.cpp
+++ b/src/server/game/Reputation/ReputationMgr.cpp
@@ -273,12 +273,12 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
else
{
// update for the actual faction first
- bool res = SetOneFactionReputation(factionEntry, standing, incremental);
+ bool res = SetOneFactionReputation(factionEntry, standing, incremental);
if (res)
{
// then some spillover calculation here if it exist
- if (const RepSpilloverTemplate *repTemplate = objmgr.GetRepSpilloverTemplate(factionEntry->ID))
+ if (RepSpilloverTemplate const * repTemplate = objmgr.GetRepSpilloverTemplate(factionEntry->ID))
{
for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
{
@@ -287,7 +287,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
if (m_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i]))
{
// bonuses are already given, so just modify standing by rate
- int32 spilloverRep = standing * repTemplate->faction_rate[i];
+ int32 spilloverRep = standing * repTemplate->faction_rate[i];
SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), spilloverRep, incremental);
}
}
@@ -295,7 +295,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
}
// now we can send it
- FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
+ FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
if (itr != m_factions.end())
SendState(&itr->second);
}