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-rw-r--r--src/server/game/Accounts/AccountMgr.cpp7
-rw-r--r--src/server/game/Events/GameEventMgr.cpp6
-rw-r--r--src/server/game/Maps/MapManager.cpp10
3 files changed, 14 insertions, 9 deletions
diff --git a/src/server/game/Accounts/AccountMgr.cpp b/src/server/game/Accounts/AccountMgr.cpp
index 15a8653febb..6772c3f2cdf 100644
--- a/src/server/game/Accounts/AccountMgr.cpp
+++ b/src/server/game/Accounts/AccountMgr.cpp
@@ -226,8 +226,13 @@ bool AccountMgr::normalizeString(std::string& utf8str)
size_t wstr_len = MAX_ACCOUNT_STR;
if (!Utf8toWStr(utf8str,wstr_buf,wstr_len))
return false;
-
+#ifdef _MSC_VER
+#pragma warning(disable: 4996)
+#endif
std::transform(&wstr_buf[0], wstr_buf+wstr_len, &wstr_buf[0], wcharToUpperOnlyLatin);
+#ifdef _MSC_VER
+#pragma warning(default: 4996)
+#endif
return WStrToUtf8(wstr_buf,wstr_len,utf8str);
}
diff --git a/src/server/game/Events/GameEventMgr.cpp b/src/server/game/Events/GameEventMgr.cpp
index d1d91f44354..6d1976bd4b8 100644
--- a/src/server/game/Events/GameEventMgr.cpp
+++ b/src/server/game/Events/GameEventMgr.cpp
@@ -75,7 +75,7 @@ uint32 GameEventMgr::NextCheck(uint16 entry) const
// for NEXTPHASE state world events, return the delay to start the next event, so the followup event will be checked correctly
if ((mGameEvent[entry].state == GAMEEVENT_WORLD_NEXTPHASE || mGameEvent[entry].state == GAMEEVENT_WORLD_FINISHED) && mGameEvent[entry].nextstart >= currenttime)
- return (mGameEvent[entry].nextstart - currenttime);
+ return uint32(mGameEvent[entry].nextstart - currenttime);
// for CONDITIONS state world events, return the length of the wait period, so if the conditions are met, this check will be called again to set the timer as NEXTPHASE event
if (mGameEvent[entry].state == GAMEEVENT_WORLD_CONDITIONS)
@@ -92,7 +92,7 @@ uint32 GameEventMgr::NextCheck(uint16 entry) const
// never started event, we return delay before start
if (mGameEvent[entry].start > currenttime)
- return (mGameEvent[entry].start - currenttime);
+ return uint32(mGameEvent[entry].start - currenttime);
uint32 delay;
// in event, we return the end of it
@@ -103,7 +103,7 @@ uint32 GameEventMgr::NextCheck(uint16 entry) const
delay = (mGameEvent[entry].occurence * MINUTE) - ((currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * MINUTE));
// In case the end is before next check
if (mGameEvent[entry].end < time_t(currenttime + delay))
- return (mGameEvent[entry].end - currenttime);
+ return uint32(mGameEvent[entry].end - currenttime);
else
return delay;
}
diff --git a/src/server/game/Maps/MapManager.cpp b/src/server/game/Maps/MapManager.cpp
index 62963d39712..493437565af 100644
--- a/src/server/game/Maps/MapManager.cpp
+++ b/src/server/game/Maps/MapManager.cpp
@@ -269,19 +269,19 @@ void MapManager::Update(uint32 diff)
for (; iter != i_maps.end(); ++iter)
{
if (m_updater.activated())
- m_updater.schedule_update(*iter->second, i_timer.GetCurrent());
+ m_updater.schedule_update(*iter->second, uint32(i_timer.GetCurrent()));
else
- iter->second->Update(i_timer.GetCurrent());
+ iter->second->Update(uint32(i_timer.GetCurrent()));
}
if (m_updater.activated())
m_updater.wait();
for (iter = i_maps.begin(); iter != i_maps.end(); ++iter)
- iter->second->DelayedUpdate(i_timer.GetCurrent());
+ iter->second->DelayedUpdate(uint32(i_timer.GetCurrent()));
- sObjectAccessor.Update(i_timer.GetCurrent());
+ sObjectAccessor.Update(uint32(i_timer.GetCurrent()));
for (TransportSet::iterator iter = m_Transports.begin(); iter != m_Transports.end(); ++iter)
- (*iter)->Update(i_timer.GetCurrent());
+ (*iter)->Update(uint32(i_timer.GetCurrent()));
i_timer.SetCurrent(0);
}