// Print mods
infostream << "Server: Loading mods: ";
for(std::vector<ModSpec>::iterator i = m_mods.begin();
- i != m_mods.end(); i++) {
+ i != m_mods.end(); ++i) {
const ModSpec &mod = *i;
infostream << mod.name << " ";
}
infostream << std::endl;
// Load and run "mod" scripts
for (std::vector<ModSpec>::iterator i = m_mods.begin();
- i != m_mods.end(); i++) {
+ i != m_mods.end(); ++i) {
const ModSpec &mod = *i;
if (!string_allowed(mod.name, MODNAME_ALLOWED_CHARS)) {
std::ostringstream err;
// Delete detached inventories
for (std::map<std::string, Inventory*>::iterator
i = m_detached_inventories.begin();
- i != m_detached_inventories.end(); i++) {
+ i != m_detached_inventories.end(); ++i) {
delete i->second;
}
}
actionstream<<player->getName() <<" joins game. List of players: ";
for (std::vector<std::string>::iterator i = names.begin();
- i != names.end(); i++) {
+ i != names.end(); ++i) {
actionstream << *i << " ";
}
pkt << (u16) privs.size();
for(std::set<std::string>::const_iterator i = privs.begin();
- i != privs.end(); i++) {
+ i != privs.end(); ++i) {
pkt << (*i);
}
<< (u8) params.type << pos << params.object << params.loop;
for(std::vector<u16>::iterator i = dst_clients.begin();
- i != dst_clients.end(); i++) {
+ i != dst_clients.end(); ++i) {
psound.clients.insert(*i);
m_clients.send(*i, 0, &pkt, true);
}
pkt << handle;
for(std::set<u16>::iterator i = psound.clients.begin();
- i != psound.clients.end(); i++) {
+ i != psound.clients.end(); ++i) {
// Send as reliable
m_clients.send(*i, 0, &pkt, true);
}
// Collect all media file paths
std::vector<std::string> paths;
for(std::vector<ModSpec>::iterator i = m_mods.begin();
- i != m_mods.end(); i++) {
+ i != m_mods.end(); ++i) {
const ModSpec &mod = *i;
paths.push_back(mod.path + DIR_DELIM + "textures");
paths.push_back(mod.path + DIR_DELIM + "sounds");
// Collect media file information from paths into cache
for(std::vector<std::string>::iterator i = paths.begin();
- i != paths.end(); i++) {
+ i != paths.end(); ++i) {
std::string mediapath = *i;
std::vector<fs::DirListNode> dirlist = fs::GetDirListing(mediapath);
for (u32 j = 0; j < dirlist.size(); j++) {
for(std::map<std::string, Inventory*>::iterator
i = m_detached_inventories.begin();
- i != m_detached_inventories.end(); i++) {
+ i != m_detached_inventories.end(); ++i) {
const std::string &name = i->first;
//Inventory *inv = i->second;
sendDetachedInventory(name, peer_id);
if(psound.clients.empty())
m_playing_sounds.erase(i++);
else
- i++;
+ ++i;
}
Player *player = m_env->getPlayer(peer_id);
for(std::list<RollbackAction>::const_iterator
i = actions.begin();
- i != actions.end(); i++)
+ i != actions.end(); ++i)
{
const RollbackAction &action = *i;
num_tried++;