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path: root/src/server/game/Reputation/ReputationMgr.cpp
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Diffstat (limited to 'src/server/game/Reputation/ReputationMgr.cpp')
-rw-r--r--src/server/game/Reputation/ReputationMgr.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/server/game/Reputation/ReputationMgr.cpp b/src/server/game/Reputation/ReputationMgr.cpp
index 2df3035734..c6eec667cf 100644
--- a/src/server/game/Reputation/ReputationMgr.cpp
+++ b/src/server/game/Reputation/ReputationMgr.cpp
@@ -345,9 +345,9 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
FactionStateList::iterator faction = _factions.find(factionEntry->reputationListID);
if (faction != _factions.end())
{
- // Xinef: if we update spillover only, do not update main reputation (rank exceeds creature reward rate)
- if (!spillOverOnly)
- res = SetOneFactionReputation(factionEntry, standing, incremental);
+ // Xinef: if we update spillover only, do not update main reputation (rank exceeds creature reward rate)
+ if (!spillOverOnly)
+ res = SetOneFactionReputation(factionEntry, standing, incremental);
// only this faction gets reported to client, even if it has no own visible standing
SendState(&faction->second);
}
@@ -541,10 +541,10 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
SetInactive(faction, true); // have internal checks for visibility requirement
if (dbFactionFlags & FACTION_FLAG_AT_WAR) // DB at war
- {
- // Xinef: dont set at war for friendly hidden reputations
- SetAtWar(faction, bool(!(dbFactionFlags & FACTION_FLAG_HIDDEN) || GetRank(factionEntry) < REP_NEUTRAL)); // have internal checks for FACTION_FLAG_PEACE_FORCED
- }
+ {
+ // Xinef: dont set at war for friendly hidden reputations
+ SetAtWar(faction, bool(!(dbFactionFlags & FACTION_FLAG_HIDDEN) || GetRank(factionEntry) < REP_NEUTRAL)); // have internal checks for FACTION_FLAG_PEACE_FORCED
+ }
else // DB not at war
{
// allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)