mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-23 13:46:24 +00:00
converted all tabs to 4 spaces
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@@ -121,9 +121,9 @@ void WorldSession::HandleAuctionSellItem(WorldPacket & recvData)
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recvData >> itemsCount;
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uint64 itemGUIDs[MAX_AUCTION_ITEMS]; // 160 slot = 4x 36 slot bag + backpack 16 slot
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memset(itemGUIDs, 0, sizeof(itemGUIDs));
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memset(itemGUIDs, 0, sizeof(itemGUIDs));
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uint32 count[MAX_AUCTION_ITEMS];
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memset(count, 0, sizeof(count));
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memset(count, 0, sizeof(count));
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if (itemsCount > MAX_AUCTION_ITEMS)
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{
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@@ -190,7 +190,7 @@ void WorldSession::HandleAuctionSellItem(WorldPacket & recvData)
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Item* items[MAX_AUCTION_ITEMS];
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uint32 finalCount = 0;
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uint32 itemEntry = 0;
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uint32 itemEntry = 0;
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for (uint32 i = 0; i < itemsCount; ++i)
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{
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@@ -266,10 +266,10 @@ void WorldSession::HandleAuctionSellItem(WorldPacket & recvData)
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AuctionEntry* AH = new AuctionEntry;
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AH->Id = sObjectMgr->GenerateAuctionID();
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if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
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AH->auctioneer = 23442;
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else
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AH->auctioneer = GUID_LOPART(auctioneer);
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if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
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AH->auctioneer = 23442;
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else
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AH->auctioneer = GUID_LOPART(auctioneer);
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// Required stack size of auction matches to current item stack size, just move item to auctionhouse
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if (itemsCount == 1 && item->GetCount() == count[i])
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@@ -635,17 +635,17 @@ void WorldSession::HandleAuctionListBidderItems(WorldPacket & recvData)
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//this void sends player info about his auctions
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void WorldSession::HandleAuctionListOwnerItems(WorldPacket & recvData)
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{
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// pussywizard:
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const uint32 delay = 4500;
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const uint32 now = World::GetGameTimeMS();
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if (_lastAuctionListOwnerItemsMSTime > now) // list is pending
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return;
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uint32 diff = getMSTimeDiff(_lastAuctionListOwnerItemsMSTime, now);
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if (diff > delay)
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diff = delay;
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// pussywizard:
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const uint32 delay = 4500;
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const uint32 now = World::GetGameTimeMS();
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if (_lastAuctionListOwnerItemsMSTime > now) // list is pending
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return;
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uint32 diff = getMSTimeDiff(_lastAuctionListOwnerItemsMSTime, now);
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if (diff > delay)
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diff = delay;
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_lastAuctionListOwnerItemsMSTime = now + delay; // set longest possible here, actual exectuing will change this to getMSTime of that moment
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_player->m_Events.AddEvent(new AuctionListOwnerItemsDelayEvent(recvData, _player->GetGUID(), true), _player->m_Events.CalculateTime(delay-diff));
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_lastAuctionListOwnerItemsMSTime = now + delay; // set longest possible here, actual exectuing will change this to getMSTime of that moment
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_player->m_Events.AddEvent(new AuctionListOwnerItemsDelayEvent(recvData, _player->GetGUID(), true), _player->m_Events.CalculateTime(delay-diff));
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}
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void WorldSession::HandleAuctionListOwnerItemsEvent(WorldPacket & recvData)
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@@ -717,19 +717,19 @@ void WorldSession::HandleAuctionListItems(WorldPacket & recvData)
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recvData.read_skip<uint8>();
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}
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// remove fake death
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if (_player->HasUnitState(UNIT_STATE_DIED))
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_player->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
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// remove fake death
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if (_player->HasUnitState(UNIT_STATE_DIED))
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_player->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
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// pussywizard:
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const uint32 delay = 2000;
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const uint32 now = World::GetGameTimeMS();
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uint32 diff = getMSTimeDiff(_lastAuctionListItemsMSTime, now);
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if (diff > delay)
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diff = delay;
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_lastAuctionListItemsMSTime = now + delay - diff;
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TRINITY_GUARD(ACE_Thread_Mutex, AsyncAuctionListingMgr::GetTempLock());
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AsyncAuctionListingMgr::GetTempList().push_back( AuctionListItemsDelayEvent(delay-diff, _player->GetGUID(), guid, searchedname, listfrom, levelmin, levelmax, usable, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, getAll) );
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// pussywizard:
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const uint32 delay = 2000;
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const uint32 now = World::GetGameTimeMS();
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uint32 diff = getMSTimeDiff(_lastAuctionListItemsMSTime, now);
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if (diff > delay)
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diff = delay;
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_lastAuctionListItemsMSTime = now + delay - diff;
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TRINITY_GUARD(ACE_Thread_Mutex, AsyncAuctionListingMgr::GetTempLock());
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AsyncAuctionListingMgr::GetTempList().push_back( AuctionListItemsDelayEvent(delay-diff, _player->GetGUID(), guid, searchedname, listfrom, levelmin, levelmax, usable, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, getAll) );
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}
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void WorldSession::HandleAuctionListPendingSales(WorldPacket & recvData)
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