diff --git a/src/game/InstanceSaveMgr.cpp b/src/game/InstanceSaveMgr.cpp index d703fc9f1..1e0c1519a 100644 --- a/src/game/InstanceSaveMgr.cpp +++ b/src/game/InstanceSaveMgr.cpp @@ -126,7 +126,7 @@ bool InstanceSave::UnloadIfEmpty() //== InstanceResetScheduler functions ====================== -uint32 InstanceResetScheduler::GetMaxResetTimFor(MapDifficulty const* mapDiff) +uint32 InstanceResetScheduler::GetMaxResetTimeFor(MapDifficulty const* mapDiff) { if (!mapDiff || !mapDiff->resetTime) return 0; @@ -242,7 +242,7 @@ void InstanceResetScheduler::LoadResetTimes() if (!mapDiff->resetTime) continue; - uint32 period = GetMaxResetTimFor(mapDiff); + uint32 period = GetMaxResetTimeFor(mapDiff); time_t t = GetResetTimeFor(mapid,difficulty); if(!t) { @@ -646,7 +646,7 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, b // calculate the next reset time uint32 diff = sWorld.getConfig(CONFIG_UINT32_INSTANCE_RESET_TIME_HOUR) * HOUR; - uint32 period = InstanceResetScheduler::GetMaxResetTimFor(mapDiff); + uint32 period = InstanceResetScheduler::GetMaxResetTimeFor(mapDiff); time_t next_reset = ((now + timeLeft + MINUTE) / DAY * DAY) + period + diff; // update it in the DB CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%d' AND difficulty = '%d'", (uint64)next_reset, mapid, difficulty); diff --git a/src/game/InstanceSaveMgr.h b/src/game/InstanceSaveMgr.h index 819535be3..24373cb16 100644 --- a/src/game/InstanceSaveMgr.h +++ b/src/game/InstanceSaveMgr.h @@ -161,7 +161,7 @@ class InstanceResetScheduler return itr != m_resetTimeByMapDifficulty.end() ? itr->second : 0; } - static uint32 GetMaxResetTimFor(MapDifficulty const* mapDiff); + static uint32 GetMaxResetTimeFor(MapDifficulty const* mapDiff); public: // modifiers void SetResetTimeFor(uint32 mapid, Difficulty d, time_t t) diff --git a/src/game/Map.cpp b/src/game/Map.cpp index 76cbc24a3..c682d6785 100644 --- a/src/game/Map.cpp +++ b/src/game/Map.cpp @@ -996,7 +996,7 @@ uint32 Map::GetMaxPlayers() const uint32 Map::GetMaxResetDelay() const { - return InstanceResetScheduler::GetMaxResetTimFor(GetMapDifficulty()); + return InstanceResetScheduler::GetMaxResetTimeFor(GetMapDifficulty()); } inline GridMap *Map::GetGrid(float x, float y)