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Core/Phases: Preliminary work with correctly implementing the phase system in 4.3.4
Put here for peer review.
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@@ -934,6 +934,9 @@ public:
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return false;
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}
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for (auto phase : handler->GetSession()->GetPlayer()->GetPhases())
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v->SetInPhase(phase, false, true);
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map->AddToMap(v->ToCreature());
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return true;
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@@ -962,13 +965,14 @@ public:
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std::set<uint32> terrainswap;
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std::set<uint32> phaseId;
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std::set<uint32> worldMapSwap;
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terrainswap.insert((uint32)atoi(t));
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if (p)
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phaseId.insert((uint32)atoi(p));
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handler->GetSession()->SendSetPhaseShift(phaseId, terrainswap);
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handler->GetSession()->SendSetPhaseShift(phaseId, terrainswap, worldMapSwap);
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return true;
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}
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@@ -1393,7 +1397,7 @@ public:
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if (unit && unit->GetTypeId() == TYPEID_PLAYER)
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player = unit->ToPlayer();
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player->GetPhaseMgr().SendDebugReportToPlayer(handler->GetSession()->GetPlayer());
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return true;
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}
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};
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