[12069] Cleanup comment style

This commit is contained in:
Schmoozerd 2012-07-22 02:54:31 +02:00
parent 5efb3867f5
commit 835d1c7479
205 changed files with 2835 additions and 2835 deletions

View file

@ -306,8 +306,8 @@ bool WorldSession::Update(PacketFilter& updater)
m_Socket = NULL;
}
//check if we are safe to proceed with logout
//logout procedure should happen only in World::UpdateSessions() method!!!
// check if we are safe to proceed with logout
// logout procedure should happen only in World::UpdateSessions() method!!!
if (updater.ProcessLogout())
{
///- If necessary, log the player out
@ -316,7 +316,7 @@ bool WorldSession::Update(PacketFilter& updater)
LogoutPlayer(true);
if (!m_Socket)
return false; //Will remove this session from the world session map
return false; // Will remove this session from the world session map
}
return true;
@ -340,7 +340,7 @@ void WorldSession::LogoutPlayer(bool Save)
DoLootRelease(lootGuid);
///- If the player just died before logging out, make him appear as a ghost
//FIXME: logout must be delayed in case lost connection with client in time of combat
// FIXME: logout must be delayed in case lost connection with client in time of combat
if (_player->GetDeathTimer())
{
_player->getHostileRefManager().deleteReferences();
@ -391,7 +391,7 @@ void WorldSession::LogoutPlayer(bool Save)
_player->BuildPlayerRepop();
_player->RepopAtGraveyard();
}
//drop a flag if player is carrying it
// drop a flag if player is carrying it
if (BattleGround* bg = _player->GetBattleGround())
bg->EventPlayerLoggedOut(_player);
@ -399,8 +399,8 @@ void WorldSession::LogoutPlayer(bool Save)
if (!_player->m_InstanceValid && !_player->isGameMaster())
{
_player->TeleportToHomebind();
//this is a bad place to call for far teleport because we need player to be in world for successful logout
//maybe we should implement delayed far teleport logout?
// this is a bad place to call for far teleport because we need player to be in world for successful logout
// maybe we should implement delayed far teleport logout?
}
// FG: finish pending transfers after starting the logout
@ -486,7 +486,7 @@ void WorldSession::LogoutPlayer(bool Save)
SendPacket(&data);
///- Since each account can only have one online character at any given time, ensure all characters for active account are marked as offline
//No SQL injection as AccountId is uint32
// No SQL injection as AccountId is uint32
static SqlStatementID updChars;
@ -958,8 +958,8 @@ void WorldSession::ExecuteOpcode(OpcodeHandler const& opHandle, WorldPacket* pac
// can be not set in fact for login opcode, but this not create porblems.
_player->SetCanDelayTeleport(false);
//we should execute delayed teleports only for alive(!) players
//because we don't want player's ghost teleported from graveyard
// we should execute delayed teleports only for alive(!) players
// because we don't want player's ghost teleported from graveyard
if (_player->IsHasDelayedTeleport())
_player->TeleportTo(_player->m_teleport_dest, _player->m_teleport_options);
}