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* Added CONDITION_CLASS / CONDITION_RACE / CONDITION_ACHIEVEMENT for
* gossip / loot conditions --HG-- branch : trunk
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@@ -7725,8 +7725,17 @@ bool PlayerCondition::Meets(Player const * player) const
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FactionEntry const* faction = sFactionStore.LookupEntry(value1);
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return faction && uint32(player->GetReputationMgr().GetRank(faction)) >= int32(value2);
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}
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case CONDITION_ACHIEVEMENT:
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{
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AchievementEntry const* achievement = GetAchievementStore()->LookupEntry(value1);
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return (achievement,1);
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}
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case CONDITION_TEAM:
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return player->GetTeam() == value1;
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case CONDITION_CLASS:
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return player->getClass() == value1;
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case CONDITION_RACE:
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return player->getRace() == value1;
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case CONDITION_SKILL:
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return player->HasSkill(value1) && player->GetBaseSkillValue(value1) >= value2;
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case CONDITION_QUESTREWARDED:
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