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-rw-r--r--src/server/game/Weather/Weather.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/src/server/game/Weather/Weather.cpp b/src/server/game/Weather/Weather.cpp
index ecceb0b102f..348a98aa8b2 100644
--- a/src/server/game/Weather/Weather.cpp
+++ b/src/server/game/Weather/Weather.cpp
@@ -97,7 +97,7 @@ bool Weather::ReGenerate()
time_t gtime = sWorld->GetGameTime();
struct tm ltime;
localtime_r(&gtime, &ltime);
- uint32 season = ((ltime.tm_yday - 78 + 365)/91)%4;
+ uint32 season = ((ltime.tm_yday - 78 + 365) / 91) % 4;
static char const* seasonName[WEATHER_SEASONS] = { "spring", "summer", "fall", "winter" };
@@ -152,8 +152,8 @@ bool Weather::ReGenerate()
// At this point, only weather that isn't doing anything remains but that have weather data
uint32 chance1 = m_weatherChances->data[season].rainChance;
- uint32 chance2 = chance1+ m_weatherChances->data[season].snowChance;
- uint32 chance3 = chance2+ m_weatherChances->data[season].stormChance;
+ uint32 chance2 = chance1 + m_weatherChances->data[season].snowChance;
+ uint32 chance3 = chance2 + m_weatherChances->data[season].stormChance;
uint32 rnd = urand(0, 99);
if (rnd <= chance1)
@@ -316,4 +316,3 @@ WeatherState Weather::GetWeatherState() const
return WEATHER_STATE_FINE;
}
}
-