converted all tabs to 4 spaces

This commit is contained in:
Yehonal
2016-06-26 19:23:57 +02:00
parent 52f305111c
commit f6eefedcd5
717 changed files with 132388 additions and 132388 deletions

View File

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