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https://github.com/mod-playerbots/azerothcore-wotlk.git
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refactor(Core/Game): restyle game lib with astyle (#3466)
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@@ -20,141 +20,140 @@
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namespace WeatherMgr
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{
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namespace
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{
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typedef std::unordered_map<uint32, acore::AutoPtr<Weather, ACE_Null_Mutex> > WeatherMap;
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typedef std::unordered_map<uint32, WeatherData> WeatherZoneMap;
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WeatherMap m_weathers;
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WeatherZoneMap mWeatherZoneMap;
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WeatherData const* GetWeatherData(uint32 zone_id)
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namespace
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{
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WeatherZoneMap::const_iterator itr = mWeatherZoneMap.find(zone_id);
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return (itr != mWeatherZoneMap.end()) ? &itr->second : nullptr;
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}
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}
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typedef std::unordered_map<uint32, acore::AutoPtr<Weather, ACE_Null_Mutex> > WeatherMap;
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typedef std::unordered_map<uint32, WeatherData> WeatherZoneMap;
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/// Find a Weather object by the given zoneid
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Weather* FindWeather(uint32 id)
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{
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WeatherMap::const_iterator itr = m_weathers.find(id);
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return (itr != m_weathers.end()) ? itr->second.get() : 0;
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}
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WeatherMap m_weathers;
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WeatherZoneMap mWeatherZoneMap;
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/// Remove a Weather object for the given zoneid
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void RemoveWeather(uint32 id)
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{
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// not called at the moment. Kept for completeness
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WeatherMap::iterator itr = m_weathers.find(id);
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if (itr != m_weathers.end())
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m_weathers.erase(itr);
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}
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/// Add a Weather object to the list
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Weather* AddWeather(uint32 zone_id)
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{
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WeatherData const* weatherChances = GetWeatherData(zone_id);
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// zone does not have weather, ignore
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if (!weatherChances)
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return nullptr;
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Weather* w = new Weather(zone_id, weatherChances);
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m_weathers[w->GetZone()].reset(w);
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w->ReGenerate();
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w->UpdateWeather();
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return w;
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}
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void LoadWeatherData()
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{
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uint32 oldMSTime = getMSTime();
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uint32 count = 0;
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QueryResult result = WorldDatabase.Query("SELECT "
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"zone, spring_rain_chance, spring_snow_chance, spring_storm_chance,"
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"summer_rain_chance, summer_snow_chance, summer_storm_chance,"
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"fall_rain_chance, fall_snow_chance, fall_storm_chance,"
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"winter_rain_chance, winter_snow_chance, winter_storm_chance,"
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"ScriptName FROM game_weather");
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if (!result)
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{
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sLog->outErrorDb(">> Loaded 0 weather definitions. DB table `game_weather` is empty.");
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sLog->outString();
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return;
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}
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do
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{
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Field* fields = result->Fetch();
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uint32 zone_id = fields[0].GetUInt32();
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WeatherData& wzc = mWeatherZoneMap[zone_id];
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for (uint8 season = 0; season < WEATHER_SEASONS; ++season)
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WeatherData const* GetWeatherData(uint32 zone_id)
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{
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wzc.data[season].rainChance = fields[season * (MAX_WEATHER_TYPE-1) + 1].GetUInt8();
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wzc.data[season].snowChance = fields[season * (MAX_WEATHER_TYPE-1) + 2].GetUInt8();
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wzc.data[season].stormChance = fields[season * (MAX_WEATHER_TYPE-1) + 3].GetUInt8();
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if (wzc.data[season].rainChance > 100)
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{
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wzc.data[season].rainChance = 25;
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sLog->outErrorDb("Weather for zone %u season %u has wrong rain chance > 100%%", zone_id, season);
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}
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if (wzc.data[season].snowChance > 100)
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{
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wzc.data[season].snowChance = 25;
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sLog->outErrorDb("Weather for zone %u season %u has wrong snow chance > 100%%", zone_id, season);
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}
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if (wzc.data[season].stormChance > 100)
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{
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wzc.data[season].stormChance = 25;
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sLog->outErrorDb("Weather for zone %u season %u has wrong storm chance > 100%%", zone_id, season);
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}
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WeatherZoneMap::const_iterator itr = mWeatherZoneMap.find(zone_id);
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return (itr != mWeatherZoneMap.end()) ? &itr->second : nullptr;
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}
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wzc.ScriptId = sObjectMgr->GetScriptId(fields[13].GetCString());
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++count;
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}
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while (result->NextRow());
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sLog->outString(">> Loaded %u weather definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog->outString();
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}
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void SendFineWeatherUpdateToPlayer(Player* player)
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{
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WorldPacket data(SMSG_WEATHER, (4 + 4 + 1));
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data << (uint32)WEATHER_STATE_FINE;
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data << (float)0.0f;
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data << uint8(0);
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player->GetSession()->SendPacket(&data);
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}
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void Update(uint32 diff)
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{
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///- Send an update signal to Weather objects
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WeatherMap::iterator itr, next;
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for (itr = m_weathers.begin(); itr != m_weathers.end(); itr = next)
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/// Find a Weather object by the given zoneid
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Weather* FindWeather(uint32 id)
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{
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next = itr;
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++next;
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WeatherMap::const_iterator itr = m_weathers.find(id);
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return (itr != m_weathers.end()) ? itr->second.get() : 0;
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}
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///- and remove Weather objects for zones with no player
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// As interval > WorldTick
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if (!itr->second->Update(diff))
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/// Remove a Weather object for the given zoneid
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void RemoveWeather(uint32 id)
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{
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// not called at the moment. Kept for completeness
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WeatherMap::iterator itr = m_weathers.find(id);
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if (itr != m_weathers.end())
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m_weathers.erase(itr);
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}
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}
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/// Add a Weather object to the list
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Weather* AddWeather(uint32 zone_id)
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{
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WeatherData const* weatherChances = GetWeatherData(zone_id);
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// zone does not have weather, ignore
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if (!weatherChances)
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return nullptr;
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Weather* w = new Weather(zone_id, weatherChances);
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m_weathers[w->GetZone()].reset(w);
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w->ReGenerate();
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w->UpdateWeather();
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return w;
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}
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void LoadWeatherData()
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{
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uint32 oldMSTime = getMSTime();
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uint32 count = 0;
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QueryResult result = WorldDatabase.Query("SELECT "
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"zone, spring_rain_chance, spring_snow_chance, spring_storm_chance,"
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"summer_rain_chance, summer_snow_chance, summer_storm_chance,"
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"fall_rain_chance, fall_snow_chance, fall_storm_chance,"
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"winter_rain_chance, winter_snow_chance, winter_storm_chance,"
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"ScriptName FROM game_weather");
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if (!result)
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{
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sLog->outErrorDb(">> Loaded 0 weather definitions. DB table `game_weather` is empty.");
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sLog->outString();
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return;
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}
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do
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{
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Field* fields = result->Fetch();
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uint32 zone_id = fields[0].GetUInt32();
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WeatherData& wzc = mWeatherZoneMap[zone_id];
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for (uint8 season = 0; season < WEATHER_SEASONS; ++season)
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{
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wzc.data[season].rainChance = fields[season * (MAX_WEATHER_TYPE - 1) + 1].GetUInt8();
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wzc.data[season].snowChance = fields[season * (MAX_WEATHER_TYPE - 1) + 2].GetUInt8();
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wzc.data[season].stormChance = fields[season * (MAX_WEATHER_TYPE - 1) + 3].GetUInt8();
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if (wzc.data[season].rainChance > 100)
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{
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wzc.data[season].rainChance = 25;
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sLog->outErrorDb("Weather for zone %u season %u has wrong rain chance > 100%%", zone_id, season);
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}
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if (wzc.data[season].snowChance > 100)
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{
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wzc.data[season].snowChance = 25;
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sLog->outErrorDb("Weather for zone %u season %u has wrong snow chance > 100%%", zone_id, season);
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}
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if (wzc.data[season].stormChance > 100)
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{
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wzc.data[season].stormChance = 25;
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sLog->outErrorDb("Weather for zone %u season %u has wrong storm chance > 100%%", zone_id, season);
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}
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}
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wzc.ScriptId = sObjectMgr->GetScriptId(fields[13].GetCString());
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++count;
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} while (result->NextRow());
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sLog->outString(">> Loaded %u weather definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog->outString();
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}
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void SendFineWeatherUpdateToPlayer(Player* player)
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{
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WorldPacket data(SMSG_WEATHER, (4 + 4 + 1));
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data << (uint32)WEATHER_STATE_FINE;
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data << (float)0.0f;
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data << uint8(0);
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player->GetSession()->SendPacket(&data);
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}
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void Update(uint32 diff)
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{
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///- Send an update signal to Weather objects
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WeatherMap::iterator itr, next;
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for (itr = m_weathers.begin(); itr != m_weathers.end(); itr = next)
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{
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next = itr;
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++next;
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///- and remove Weather objects for zones with no player
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// As interval > WorldTick
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if (!itr->second->Update(diff))
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m_weathers.erase(itr);
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}
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}
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} // namespace
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