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[12069] Cleanup comment style
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parent
5efb3867f5
commit
835d1c7479
205 changed files with 2835 additions and 2835 deletions
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@ -306,8 +306,8 @@ bool WorldSession::Update(PacketFilter& updater)
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m_Socket = NULL;
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}
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//check if we are safe to proceed with logout
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//logout procedure should happen only in World::UpdateSessions() method!!!
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// check if we are safe to proceed with logout
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// logout procedure should happen only in World::UpdateSessions() method!!!
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if (updater.ProcessLogout())
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{
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///- If necessary, log the player out
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@ -316,7 +316,7 @@ bool WorldSession::Update(PacketFilter& updater)
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LogoutPlayer(true);
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if (!m_Socket)
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return false; //Will remove this session from the world session map
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return false; // Will remove this session from the world session map
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}
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return true;
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@ -340,7 +340,7 @@ void WorldSession::LogoutPlayer(bool Save)
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DoLootRelease(lootGuid);
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///- If the player just died before logging out, make him appear as a ghost
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//FIXME: logout must be delayed in case lost connection with client in time of combat
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// FIXME: logout must be delayed in case lost connection with client in time of combat
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if (_player->GetDeathTimer())
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{
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_player->getHostileRefManager().deleteReferences();
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@ -391,7 +391,7 @@ void WorldSession::LogoutPlayer(bool Save)
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_player->BuildPlayerRepop();
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_player->RepopAtGraveyard();
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}
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//drop a flag if player is carrying it
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// drop a flag if player is carrying it
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if (BattleGround* bg = _player->GetBattleGround())
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bg->EventPlayerLoggedOut(_player);
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@ -399,8 +399,8 @@ void WorldSession::LogoutPlayer(bool Save)
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if (!_player->m_InstanceValid && !_player->isGameMaster())
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{
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_player->TeleportToHomebind();
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//this is a bad place to call for far teleport because we need player to be in world for successful logout
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//maybe we should implement delayed far teleport logout?
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// this is a bad place to call for far teleport because we need player to be in world for successful logout
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// maybe we should implement delayed far teleport logout?
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}
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// FG: finish pending transfers after starting the logout
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@ -486,7 +486,7 @@ void WorldSession::LogoutPlayer(bool Save)
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SendPacket(&data);
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///- Since each account can only have one online character at any given time, ensure all characters for active account are marked as offline
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//No SQL injection as AccountId is uint32
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// No SQL injection as AccountId is uint32
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static SqlStatementID updChars;
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@ -958,8 +958,8 @@ void WorldSession::ExecuteOpcode(OpcodeHandler const& opHandle, WorldPacket* pac
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// can be not set in fact for login opcode, but this not create porblems.
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_player->SetCanDelayTeleport(false);
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//we should execute delayed teleports only for alive(!) players
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//because we don't want player's ghost teleported from graveyard
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// we should execute delayed teleports only for alive(!) players
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// because we don't want player's ghost teleported from graveyard
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if (_player->IsHasDelayedTeleport())
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_player->TeleportTo(_player->m_teleport_dest, _player->m_teleport_options);
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}
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