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-rw-r--r--src/game/AuctionHouseMgr.cpp11
1 files changed, 2 insertions, 9 deletions
diff --git a/src/game/AuctionHouseMgr.cpp b/src/game/AuctionHouseMgr.cpp
index 635d56e4bf5..ffc0c55d9d3 100644
--- a/src/game/AuctionHouseMgr.cpp
+++ b/src/game/AuctionHouseMgr.cpp
@@ -506,7 +506,7 @@ void AuctionHouseObject::Update()
if (AuctionsMap.empty())
return;
- QueryResult* result = CharacterDatabase.PQuery("SELECT id FROM auctionhouse WHERE time <= %u ORDER BY TIME ASC", (uint32)curTime);
+ QueryResult* result = CharacterDatabase.PQuery("SELECT id FROM auctionhouse WHERE time <= %u ORDER BY TIME ASC", (uint32)curTime+60);
if (!result)
{
@@ -530,15 +530,8 @@ void AuctionHouseObject::Update()
delete result;
vector<uint32>::iterator iter = expiredAuctions.begin();
- for (uint32 count = 1;count <= 50;++count)
+ while (!expiredAuctions.empty())
{
- // Do we have any expired auctions? If not, stop here.
- if (expiredAuctions.empty())
- {
- count = 50;
- continue;
- }
-
// from auctionhousehandler.cpp, creates auction pointer & player pointer
AuctionEntry* auction = GetAuction(*iter);