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Timestamp:
11/19/08 13:48:34 (17 years ago)
Author:
yumileroy
Message:

[svn] *** Source: MaNGOS ***
* Fixed build extractor at Windows Vista. Author: Vladimir
* Fixed comment text and code indentifiers spelling. Author: Vladimir & Paradox.
* Access cached member lists in guild handlers instead of querying the DB. Author: Hunuza
* Small fixes in send/received packet and simple code cleanup also. Author: Vladimir
* Not output error at loading empty character_ticket table. Author: Vladimir
* Not reset display model at shapeshift aura remove if it not set at apply. Author: Arthorius
* Applied props to few files.

Original author: visagalis
Date: 2008-11-14 16:28:45-06:00

Files:
1 modified

Legend:

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Added
Removed
  • trunk/src/game/GameObject.cpp

    r203 r229  
    6666    if(m_uint32Values)                                      // field array can be not exist if GameOBject not loaded 
    6767    { 
    68         // crash possable at access to deleted GO in Unit::m_gameobj 
     68        // crash possible at access to deleted GO in Unit::m_gameobj 
    6969        uint64 owner_guid = GetOwnerGUID(); 
    7070        if(owner_guid) 
     
    7474                owner->RemoveGameObject(this,false); 
    7575            else if(!IS_PLAYER_GUID(owner_guid)) 
    76                 sLog.outError("Delete GameObject (GUID: %u Entry: %u ) that have references in not found creature %u GO list. Crash possable later.",GetGUIDLow(),GetGOInfo()->id,GUID_LOPART(owner_guid)); 
     76                sLog.outError("Delete GameObject (GUID: %u Entry: %u ) that have references in not found creature %u GO list. Crash possible later.",GetGUIDLow(),GetGOInfo()->id,GUID_LOPART(owner_guid)); 
    7777        } 
    7878    } 
     
    210210                        } 
    211211 
    212                         m_lootState = GO_READY;                 // can be succesfully open with some chance 
     212                        m_lootState = GO_READY;                 // can be successfully open with some chance 
    213213                    } 
    214214                    return; 
     
    287287                if(!radius) 
    288288                { 
    289                     if(goInfo->trap.cooldown != 3)            // cast in other case (at some triggring/linked go/etc explicit call) 
     289                    if(goInfo->trap.cooldown != 3)            // cast in other case (at some triggering/linked go/etc explicit call) 
    290290                        return; 
    291291                    else 
     
    434434 
    435435            // if option not set then object will be saved at grid unload 
    436             if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY)) 
     436            if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY)) 
    437437                SaveRespawnTime(); 
    438438 
     
    487487{ 
    488488    // this should only be used when the gameobject has already been loaded 
    489     // perferably after adding to map, because mapid may not be valid otherwise 
     489    // preferably after adding to map, because mapid may not be valid otherwise 
    490490    GameObjectData const *data = objmgr.GetGOData(m_DBTableGuid); 
    491491    if(!data)