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clang-tidy modernize-use-auto
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+27
-27
@@ -83,35 +83,35 @@ const NPCType *Horse::BuildHorseType(uint16 spell_id) {
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auto row = results.begin();
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NPCType* npc_type = new NPCType;
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memset(npc_type, 0, sizeof(NPCType));
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strcpy(npc_type->name,"Unclaimed_Mount"); //this should never get used
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auto npc_type = new NPCType;
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memset(npc_type, 0, sizeof(NPCType));
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strcpy(npc_type->name, "Unclaimed_Mount"); // this should never get used
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strcpy(npc_type->special_abilities, "19,1^20,1^24,1");
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npc_type->cur_hp = 1;
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npc_type->max_hp = 1;
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npc_type->race = atoi(row[0]);
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npc_type->gender = atoi(row[1]); // Drogmor's are female horses. Yuck.
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npc_type->class_ = 1;
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npc_type->deity= 1;
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npc_type->level = 1;
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npc_type->npc_id = 0;
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npc_type->loottable_id = 0;
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npc_type->texture = atoi(row[2]); // mount color
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npc_type->helmtexture = atoi(row[2]); // mount color
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npc_type->runspeed = atof(row[3]);
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strcpy(npc_type->special_abilities, "19,1^20,1^24,1");
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npc_type->cur_hp = 1;
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npc_type->max_hp = 1;
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npc_type->race = atoi(row[0]);
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npc_type->gender = atoi(row[1]); // Drogmor's are female horses. Yuck.
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npc_type->class_ = 1;
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npc_type->deity = 1;
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npc_type->level = 1;
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npc_type->npc_id = 0;
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npc_type->loottable_id = 0;
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npc_type->texture = atoi(row[2]); // mount color
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npc_type->helmtexture = atoi(row[2]); // mount color
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npc_type->runspeed = atof(row[3]);
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npc_type->light = 0;
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npc_type->STR = 75;
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npc_type->STA = 75;
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npc_type->DEX = 75;
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npc_type->AGI = 75;
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npc_type->INT = 75;
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npc_type->WIS = 75;
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npc_type->CHA = 75;
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horses_auto_delete.Insert(npc_type);
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npc_type->light = 0;
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npc_type->STR = 75;
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npc_type->STA = 75;
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npc_type->DEX = 75;
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npc_type->AGI = 75;
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npc_type->INT = 75;
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npc_type->WIS = 75;
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npc_type->CHA = 75;
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horses_auto_delete.Insert(npc_type);
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return npc_type;
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return npc_type;
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}
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void Client::SummonHorse(uint16 spell_id) {
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@@ -126,7 +126,7 @@ void Client::SummonHorse(uint16 spell_id) {
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// No Horse, lets get them one.
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Horse* horse = new Horse(this, spell_id, GetPosition());
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auto horse = new Horse(this, spell_id, GetPosition());
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//we want to manage the spawn packet ourself.
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//another reason is we dont want quests executing on it.
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