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Core/Battlefield: plr -> player
This commit is contained in:
@@ -63,62 +63,62 @@ Battlefield::~Battlefield()
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{
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}
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void Battlefield::HandlePlayerEnterZone(Player *plr, uint32 /*zone */ )
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void Battlefield::HandlePlayerEnterZone(Player *player, uint32 /*zone */ )
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{
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//If battle is start,
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// if it not fully > invite player to join the war
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// if it fully > announce to player that BF is full and kick after few second if he dont leave
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if (IsWarTime())
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{
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if (m_PlayersInWar[plr->GetTeamId()].size() + m_InvitedPlayers[plr->GetTeamId()].size() < m_MaxPlayer) //Not fully
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if (m_PlayersInWar[player->GetTeamId()].size() + m_InvitedPlayers[player->GetTeamId()].size() < m_MaxPlayer) //Not fully
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{
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InvitePlayerToWar(plr);
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InvitePlayerToWar(player);
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}
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else //Full
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{
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//TODO:Send packet for announce it to player
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m_PlayersWillBeKick[plr->GetTeamId()][plr->GetGUID()] = time(NULL) + 10;
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InvitePlayerToQueue(plr);
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m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = time(NULL) + 10;
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InvitePlayerToQueue(player);
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}
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}
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else
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{
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//If time left is <15 minutes invite player to join queue
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if (m_Timer <= m_StartGroupingTimer)
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InvitePlayerToQueue(plr);
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InvitePlayerToQueue(player);
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}
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//Add player in list of player in zone
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m_players[plr->GetTeamId()].insert(plr->GetGUID());
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OnPlayerEnterZone(plr); //for scripting
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m_players[player->GetTeamId()].insert(player->GetGUID());
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OnPlayerEnterZone(player); //for scripting
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}
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//Called when a player leave the zone
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void Battlefield::HandlePlayerLeaveZone(Player *plr, uint32 /*zone */ )
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void Battlefield::HandlePlayerLeaveZone(Player *player, uint32 /*zone */ )
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{
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if (IsWarTime())
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{
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//if player is in war list
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if (m_PlayersInWar[plr->GetTeamId()].find(plr->GetGUID()) != m_PlayersInWar[plr->GetTeamId()].end())
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if (m_PlayersInWar[player->GetTeamId()].find(player->GetGUID()) != m_PlayersInWar[player->GetTeamId()].end())
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{
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m_PlayersInWar[plr->GetTeamId()].erase(plr->GetGUID());
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plr->GetSession()->SendBfLeaveMessage(m_BattleId);
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if (Group* group = plr->GetGroup()) // remove from raid group if player is member
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group->RemoveMember(plr->GetGUID());
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m_PlayersInWar[player->GetTeamId()].erase(player->GetGUID());
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player->GetSession()->SendBfLeaveMessage(m_BattleId);
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if (Group* group = player->GetGroup()) // remove from raid group if player is member
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group->RemoveMember(player->GetGUID());
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OnPlayerLeaveWar(plr); //For scripting
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OnPlayerLeaveWar(player); //For scripting
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}
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}
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for (BfCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr)
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itr->second->HandlePlayerLeave(plr);
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itr->second->HandlePlayerLeave(player);
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m_InvitedPlayers[plr->GetTeamId()].erase(plr->GetGUID());
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m_PlayersWillBeKick[plr->GetTeamId()].erase(plr->GetGUID());
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m_players[plr->GetTeamId()].erase(plr->GetGUID());
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SendRemoveWorldStates(plr);
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RemovePlayerFromResurrectQueue(plr->GetGUID());
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OnPlayerLeaveZone(plr); //For scripting
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m_InvitedPlayers[player->GetTeamId()].erase(player->GetGUID());
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m_PlayersWillBeKick[player->GetTeamId()].erase(player->GetGUID());
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m_players[player->GetTeamId()].erase(player->GetGUID());
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SendRemoveWorldStates(player);
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RemovePlayerFromResurrectQueue(player->GetGUID());
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OnPlayerLeaveZone(player); //For scripting
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}
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bool Battlefield::Update(uint32 diff)
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@@ -196,17 +196,17 @@ void Battlefield::InvitePlayerInZoneToQueue()
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{
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for (uint8 team = 0; team < 2; ++team)
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for (GuidSet::const_iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
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if (Player* plr = sObjectAccessor->FindPlayer(*itr))
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InvitePlayerToQueue(plr);
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if (Player* player = sObjectAccessor->FindPlayer(*itr))
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InvitePlayerToQueue(player);
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}
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void Battlefield::InvitePlayerToQueue(Player *plr)
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void Battlefield::InvitePlayerToQueue(Player *player)
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{
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if (m_PlayersInQueue[plr->GetTeamId()].count(plr->GetGUID()))
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if (m_PlayersInQueue[player->GetTeamId()].count(player->GetGUID()))
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return;
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if (m_PlayersInQueue[plr->GetTeam()].size() <= m_MinPlayer || m_PlayersInQueue[plr->GetTeam() == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE].size() >= m_MinPlayer)
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plr->GetSession()->SendBfInvitePlayerToQueue(m_BattleId);
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if (m_PlayersInQueue[player->GetTeam()].size() <= m_MinPlayer || m_PlayersInQueue[player->GetTeam() == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE].size() >= m_MinPlayer)
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player->GetSession()->SendBfInvitePlayerToQueue(m_BattleId);
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}
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void Battlefield::InvitePlayerInQueueToWar()
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@@ -215,10 +215,10 @@ void Battlefield::InvitePlayerInQueueToWar()
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{
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for (GuidSet::const_iterator itr = m_PlayersInQueue[team].begin(); itr != m_PlayersInQueue[team].end(); ++itr)
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{
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if (Player* plr = sObjectAccessor->FindPlayer(*itr))
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if (Player* player = sObjectAccessor->FindPlayer(*itr))
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{
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if (m_PlayersInWar[plr->GetTeamId()].size() + m_InvitedPlayers[plr->GetTeamId()].size() < m_MaxPlayer)
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InvitePlayerToWar(plr);
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if (m_PlayersInWar[player->GetTeamId()].size() + m_InvitedPlayers[player->GetTeamId()].size() < m_MaxPlayer)
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InvitePlayerToWar(player);
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else
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{
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//Full
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@@ -234,49 +234,49 @@ void Battlefield::InvitePlayerInZoneToWar()
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for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
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for (GuidSet::const_iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
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{
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if (Player* plr = sObjectAccessor->FindPlayer(*itr))
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if (Player* player = sObjectAccessor->FindPlayer(*itr))
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{
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if (m_PlayersInWar[plr->GetTeamId()].count(plr->GetGUID()) || m_InvitedPlayers[plr->GetTeamId()].count(plr->GetGUID()))
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if (m_PlayersInWar[player->GetTeamId()].count(player->GetGUID()) || m_InvitedPlayers[player->GetTeamId()].count(player->GetGUID()))
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continue;
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if (m_PlayersInWar[plr->GetTeamId()].size() + m_InvitedPlayers[plr->GetTeamId()].size() < m_MaxPlayer)
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InvitePlayerToWar(plr);
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if (m_PlayersInWar[player->GetTeamId()].size() + m_InvitedPlayers[player->GetTeamId()].size() < m_MaxPlayer)
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InvitePlayerToWar(player);
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else
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{
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//full
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m_PlayersWillBeKick[plr->GetTeamId()][plr->GetGUID()] = time(NULL) + 10;
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m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = time(NULL) + 10;
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}
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}
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}
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}
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void Battlefield::InvitePlayerToWar(Player *plr)
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void Battlefield::InvitePlayerToWar(Player *player)
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{
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if (!plr)
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if (!player)
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return;
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// TODO : needed ?
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if (plr->isInFlight())
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if (player->isInFlight())
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return;
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if (plr->InArena() || plr->GetBattleground())
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if (player->InArena() || player->GetBattleground())
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{
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m_PlayersInQueue[plr->GetTeamId()].erase(plr->GetGUID());
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m_PlayersInQueue[player->GetTeamId()].erase(player->GetGUID());
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return;
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}
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if (plr->getLevel() < m_MinLevel)
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if (player->getLevel() < m_MinLevel)
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{
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if (m_PlayersWillBeKick[plr->GetTeamId()].count(plr->GetGUID()) == 0)
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m_PlayersWillBeKick[plr->GetTeamId()][plr->GetGUID()] = time(NULL) + 10;
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if (m_PlayersWillBeKick[player->GetTeamId()].count(player->GetGUID()) == 0)
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m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = time(NULL) + 10;
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return;
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}
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//Check if player is not already in war
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if (m_PlayersInWar[plr->GetTeamId()].count(plr->GetGUID()) || m_InvitedPlayers[plr->GetTeamId()].count(plr->GetGUID()))
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if (m_PlayersInWar[player->GetTeamId()].count(player->GetGUID()) || m_InvitedPlayers[player->GetTeamId()].count(player->GetGUID()))
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return;
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m_PlayersWillBeKick[plr->GetTeamId()].erase(plr->GetGUID());
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m_InvitedPlayers[plr->GetTeamId()][plr->GetGUID()] = time(NULL) + m_TimeForAcceptInvite;
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plr->GetSession()->SendBfInvitePlayerToWar(m_BattleId, m_ZoneId, m_TimeForAcceptInvite);
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m_PlayersWillBeKick[player->GetTeamId()].erase(player->GetGUID());
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m_InvitedPlayers[player->GetTeamId()][player->GetGUID()] = time(NULL) + m_TimeForAcceptInvite;
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player->GetSession()->SendBfInvitePlayerToWar(m_BattleId, m_ZoneId, m_TimeForAcceptInvite);
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}
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void Battlefield::InitStalker(uint32 entry, float x, float y, float z, float o)
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@@ -291,16 +291,16 @@ void Battlefield::KickAfk()
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{
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for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
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for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
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if (Player* plr = sObjectAccessor->FindPlayer(*itr))
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if (plr->isAFK())
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if (Player* player = sObjectAccessor->FindPlayer(*itr))
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if (player->isAFK())
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KickPlayerFromBf(*itr);
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}
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void Battlefield::KickPlayerFromBf(uint64 guid)
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{
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if (Player* plr = sObjectAccessor->FindPlayer(guid))
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if (plr->GetZoneId() == GetZoneId())
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plr->TeleportTo(KickPosition);
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if (Player* player = sObjectAccessor->FindPlayer(guid))
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if (player->GetZoneId() == GetZoneId())
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player->TeleportTo(KickPosition);
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}
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void Battlefield::StartBattle()
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@@ -358,47 +358,47 @@ void Battlefield::PlaySoundToAll(uint32 SoundID)
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for (int team = 0; team < BG_TEAMS_COUNT; team++)
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for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
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{
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if (Player* plr = sObjectAccessor->FindPlayer(*itr))
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plr->GetSession()->SendPacket(&data);
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if (Player* player = sObjectAccessor->FindPlayer(*itr))
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player->GetSession()->SendPacket(&data);
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}
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}
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bool Battlefield::HasPlayer(Player *plr) const
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bool Battlefield::HasPlayer(Player *player) const
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{
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return m_players[plr->GetTeamId()].find(plr->GetGUID()) != m_players[plr->GetTeamId()].end();
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return m_players[player->GetTeamId()].find(player->GetGUID()) != m_players[player->GetTeamId()].end();
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}
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// Called in WorldSession::HandleBfQueueInviteResponse
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void Battlefield::PlayerAcceptInviteToQueue(Player *plr)
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void Battlefield::PlayerAcceptInviteToQueue(Player *player)
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{
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// Add player in queueVenez
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m_PlayersInQueue[plr->GetTeamId()].insert(plr->GetGUID());
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m_PlayersInQueue[player->GetTeamId()].insert(player->GetGUID());
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// Send notification
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plr->GetSession()->SendBfQueueInviteResponce(m_BattleId, m_ZoneId);
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player->GetSession()->SendBfQueueInviteResponce(m_BattleId, m_ZoneId);
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}
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// Called in WorldSession::HandleBfExitRequest
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void Battlefield::AskToLeaveQueue(Player *plr)
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void Battlefield::AskToLeaveQueue(Player *player)
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{
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// Remove player from queue
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m_PlayersInQueue[plr->GetTeamId()].erase(plr->GetGUID());
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m_PlayersInQueue[player->GetTeamId()].erase(player->GetGUID());
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}
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// Called in WorldSession::HandleBfEntryInviteResponse
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void Battlefield::PlayerAcceptInviteToWar(Player *plr)
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void Battlefield::PlayerAcceptInviteToWar(Player *player)
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{
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if (!IsWarTime())
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return;
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if (AddOrSetPlayerToCorrectBfGroup(plr))
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if (AddOrSetPlayerToCorrectBfGroup(player))
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{
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plr->GetSession()->SendBfEntered(m_BattleId);
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m_PlayersInWar[plr->GetTeamId()].insert(plr->GetGUID());
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m_InvitedPlayers[plr->GetTeamId()].erase(plr->GetGUID());
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player->GetSession()->SendBfEntered(m_BattleId);
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m_PlayersInWar[player->GetTeamId()].insert(player->GetGUID());
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m_InvitedPlayers[player->GetTeamId()].erase(player->GetGUID());
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//Remove player AFK
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if (plr->isAFK())
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plr->ToggleAFK();
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if (player->isAFK())
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player->ToggleAFK();
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OnPlayerJoinWar(plr); //for scripting
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OnPlayerJoinWar(player); //for scripting
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}
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}
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@@ -406,36 +406,36 @@ void Battlefield::TeamCastSpell(TeamId team, int32 spellId)
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{
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if (spellId > 0)
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for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
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if (Player* plr = sObjectAccessor->FindPlayer(*itr))
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plr->CastSpell(plr, (uint32) spellId, true);
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if (Player* player = sObjectAccessor->FindPlayer(*itr))
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player->CastSpell(player, (uint32) spellId, true);
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else
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for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
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if (Player* plr = sObjectAccessor->FindPlayer(*itr))
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plr->RemoveAuraFromStack((uint32) - spellId);
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if (Player* player = sObjectAccessor->FindPlayer(*itr))
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player->RemoveAuraFromStack((uint32) - spellId);
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}
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void Battlefield::BroadcastPacketZone(WorldPacket & data) const
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{
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for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
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for (GuidSet::const_iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
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if (Player* plr = sObjectAccessor->FindPlayer(*itr))
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plr->GetSession()->SendPacket(&data);
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if (Player* player = sObjectAccessor->FindPlayer(*itr))
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player->GetSession()->SendPacket(&data);
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}
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void Battlefield::BroadcastPacketQueue(WorldPacket & data) const
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{
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for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
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for (GuidSet::const_iterator itr = m_PlayersInQueue[team].begin(); itr != m_PlayersInQueue[team].end(); ++itr)
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if (Player* plr = sObjectAccessor->FindPlayer(*itr))
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plr->GetSession()->SendPacket(&data);
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if (Player* player = sObjectAccessor->FindPlayer(*itr))
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player->GetSession()->SendPacket(&data);
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}
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void Battlefield::BroadcastPacketWar(WorldPacket & data) const
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{
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for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
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for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
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if (Player* plr = sObjectAccessor->FindPlayer(*itr))
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plr->GetSession()->SendPacket(&data);
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if (Player* player = sObjectAccessor->FindPlayer(*itr))
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player->GetSession()->SendPacket(&data);
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}
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WorldPacket Battlefield::BuildWarningAnnPacket(std::string msg)
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@@ -477,22 +477,22 @@ void Battlefield::SendWarningToAllInZone(uint32 entry)
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WorldPacket data = BuildWarningAnnPacket(msg);
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BroadcastPacketWar(data);
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}*/
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void Battlefield::SendWarningToPlayer(Player *plr, uint32 entry)
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void Battlefield::SendWarningToPlayer(Player *player, uint32 entry)
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{
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if (!plr)
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if (!player)
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return;
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if (Unit* unit = sObjectAccessor->FindUnit(StalkerGuid))
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if (Creature* stalker = unit->ToCreature())
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sCreatureTextMgr->SendChat(stalker, (uint8)entry, plr->GetGUID());
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sCreatureTextMgr->SendChat(stalker, (uint8)entry, player->GetGUID());
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}
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void Battlefield::SendUpdateWorldState(uint32 field, uint32 value)
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{
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for (uint8 i = 0; i < BG_TEAMS_COUNT; ++i)
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for (GuidSet::iterator itr = m_players[i].begin(); itr != m_players[i].end(); ++itr)
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if (Player* plr = sObjectAccessor->FindPlayer(*itr))
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plr->SendUpdateWorldState(field, value);
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if (Player* player = sObjectAccessor->FindPlayer(*itr))
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player->SendUpdateWorldState(field, value);
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}
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void Battlefield::RegisterZone(uint32 zoneId)
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@@ -550,30 +550,30 @@ Group *Battlefield::GetGroupPlayer(uint64 guid, TeamId TeamId)
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return NULL;
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}
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bool Battlefield::AddOrSetPlayerToCorrectBfGroup(Player *plr)
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bool Battlefield::AddOrSetPlayerToCorrectBfGroup(Player *player)
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{
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if (!plr->IsInWorld())
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if (!player->IsInWorld())
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return false;
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if (Group* group = plr->GetGroup())
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group->RemoveMember(plr->GetGUID());
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if (Group* group = player->GetGroup())
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group->RemoveMember(player->GetGUID());
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Group* group = GetFreeBfRaid(plr->GetTeamId());
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Group* group = GetFreeBfRaid(player->GetTeamId());
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if (!group)
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{
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group = new Group;
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group->SetBattlefieldGroup(this);
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group->Create(plr);
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group->Create(player);
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sGroupMgr->AddGroup(group);
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m_Groups[plr->GetTeamId()].insert(group->GetGUID());
|
||||
m_Groups[player->GetTeamId()].insert(group->GetGUID());
|
||||
}
|
||||
else if (group->IsMember(plr->GetGUID()))
|
||||
else if (group->IsMember(player->GetGUID()))
|
||||
{
|
||||
uint8 subgroup = group->GetMemberGroup(plr->GetGUID());
|
||||
plr->SetBattlegroundOrBattlefieldRaid(group, subgroup);
|
||||
uint8 subgroup = group->GetMemberGroup(player->GetGUID());
|
||||
player->SetBattlegroundOrBattlefieldRaid(group, subgroup);
|
||||
}
|
||||
else
|
||||
group->AddMember(plr);
|
||||
group->AddMember(player);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -601,7 +601,7 @@ BfGraveYard *Battlefield::GetGraveYardById(uint32 id)
|
||||
return NULL;
|
||||
}
|
||||
|
||||
WorldSafeLocsEntry const *Battlefield::GetClosestGraveYard(Player *plr)
|
||||
WorldSafeLocsEntry const *Battlefield::GetClosestGraveYard(Player *player)
|
||||
{
|
||||
BfGraveYard* closestGY = NULL;
|
||||
float maxdist = -1;
|
||||
@@ -609,10 +609,10 @@ WorldSafeLocsEntry const *Battlefield::GetClosestGraveYard(Player *plr)
|
||||
{
|
||||
if (m_GraveYardList[i])
|
||||
{
|
||||
if (m_GraveYardList[i]->GetControlTeamId() != plr->GetTeamId())
|
||||
if (m_GraveYardList[i]->GetControlTeamId() != player->GetTeamId())
|
||||
continue;
|
||||
|
||||
float dist = m_GraveYardList[i]->GetDistance(plr);
|
||||
float dist = m_GraveYardList[i]->GetDistance(player);
|
||||
if (dist < maxdist || maxdist < 0)
|
||||
{
|
||||
closestGY = m_GraveYardList[i];
|
||||
@@ -699,10 +699,10 @@ void BfGraveYard::SetSpirit(Creature* spirit, TeamId team)
|
||||
spirit->SetReactState(REACT_PASSIVE);
|
||||
}
|
||||
|
||||
float BfGraveYard::GetDistance(Player *plr)
|
||||
float BfGraveYard::GetDistance(Player *player)
|
||||
{
|
||||
const WorldSafeLocsEntry* ws = sWorldSafeLocsStore.LookupEntry(m_GraveyardId);
|
||||
return plr->GetDistance2d(ws->x, ws->y);
|
||||
return player->GetDistance2d(ws->x, ws->y);
|
||||
}
|
||||
|
||||
void BfGraveYard::AddPlayer(uint64 player_guid)
|
||||
@@ -711,8 +711,8 @@ void BfGraveYard::AddPlayer(uint64 player_guid)
|
||||
{
|
||||
m_ResurrectQueue.insert(player_guid);
|
||||
|
||||
if (Player* plr = sObjectAccessor->FindPlayer(player_guid))
|
||||
plr->CastSpell(plr, SPELL_WAITING_FOR_RESURRECT, true);
|
||||
if (Player* player = sObjectAccessor->FindPlayer(player_guid))
|
||||
player->CastSpell(player, SPELL_WAITING_FOR_RESURRECT, true);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -720,8 +720,8 @@ void BfGraveYard::RemovePlayer(uint64 player_guid)
|
||||
{
|
||||
m_ResurrectQueue.erase(m_ResurrectQueue.find(player_guid));
|
||||
|
||||
if (Player* plr = sObjectAccessor->FindPlayer(player_guid))
|
||||
plr->RemoveAurasDueToSpell(SPELL_WAITING_FOR_RESURRECT);
|
||||
if (Player* player = sObjectAccessor->FindPlayer(player_guid))
|
||||
player->RemoveAurasDueToSpell(SPELL_WAITING_FOR_RESURRECT);
|
||||
}
|
||||
|
||||
void BfGraveYard::Resurrect()
|
||||
@@ -732,22 +732,22 @@ void BfGraveYard::Resurrect()
|
||||
for (GuidSet::const_iterator itr = m_ResurrectQueue.begin(); itr != m_ResurrectQueue.end(); ++itr)
|
||||
{
|
||||
// Get player object from his guid
|
||||
Player* plr = sObjectAccessor->FindPlayer(*itr);
|
||||
if (!plr)
|
||||
Player* player = sObjectAccessor->FindPlayer(*itr);
|
||||
if (!player)
|
||||
continue;
|
||||
|
||||
// Check player isinworld and player is on good graveyard
|
||||
if (plr->IsInWorld())
|
||||
if (player->IsInWorld())
|
||||
if (Unit* spirit = sObjectAccessor->FindUnit(m_SpiritGuide[m_ControlTeam]))
|
||||
spirit->CastSpell(spirit, SPELL_SPIRIT_HEAL, true);
|
||||
|
||||
// Resurect player
|
||||
plr->CastSpell(plr, SPELL_RESURRECTION_VISUAL, true);
|
||||
plr->ResurrectPlayer(1.0f);
|
||||
plr->CastSpell(plr, 6962, true);
|
||||
plr->CastSpell(plr, SPELL_SPIRIT_HEAL_MANA, true);
|
||||
player->CastSpell(player, SPELL_RESURRECTION_VISUAL, true);
|
||||
player->ResurrectPlayer(1.0f);
|
||||
player->CastSpell(player, 6962, true);
|
||||
player->CastSpell(player, SPELL_SPIRIT_HEAL_MANA, true);
|
||||
|
||||
sObjectAccessor->ConvertCorpseForPlayer(plr->GetGUID());
|
||||
sObjectAccessor->ConvertCorpseForPlayer(player->GetGUID());
|
||||
}
|
||||
|
||||
m_ResurrectQueue.clear();
|
||||
@@ -773,17 +773,17 @@ void BfGraveYard::RelocateDeadPlayers()
|
||||
WorldSafeLocsEntry const* ClosestGrave = NULL;
|
||||
for (GuidSet::const_iterator itr = m_ResurrectQueue.begin(); itr != m_ResurrectQueue.end(); ++itr)
|
||||
{
|
||||
Player* plr = sObjectAccessor->FindPlayer(*itr);
|
||||
if (!plr)
|
||||
Player* player = sObjectAccessor->FindPlayer(*itr);
|
||||
if (!player)
|
||||
continue;
|
||||
|
||||
if (ClosestGrave)
|
||||
plr->TeleportTo(plr->GetMapId(), ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, plr->GetOrientation());
|
||||
player->TeleportTo(player->GetMapId(), ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, player->GetOrientation());
|
||||
else
|
||||
{
|
||||
ClosestGrave = m_Bf->GetClosestGraveYard(plr);
|
||||
ClosestGrave = m_Bf->GetClosestGraveYard(player);
|
||||
if (ClosestGrave)
|
||||
plr->TeleportTo(plr->GetMapId(), ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, plr->GetOrientation());
|
||||
player->TeleportTo(player->GetMapId(), ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, player->GetOrientation());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -877,22 +877,22 @@ BfCapturePoint::BfCapturePoint(Battlefield *Bf):m_Bf(Bf), m_capturePoint(NULL)
|
||||
m_maxSpeed = 0;
|
||||
}
|
||||
|
||||
bool BfCapturePoint::HandlePlayerEnter(Player *plr)
|
||||
bool BfCapturePoint::HandlePlayerEnter(Player *player)
|
||||
{
|
||||
if (m_capturePoint)
|
||||
{
|
||||
plr->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldState1, 1);
|
||||
plr->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldstate2, (uint32) ceil((m_value + m_maxValue) / (2 * m_maxValue) * 100.0f));
|
||||
plr->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldstate3, m_neutralValuePct);
|
||||
player->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldState1, 1);
|
||||
player->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldstate2, (uint32) ceil((m_value + m_maxValue) / (2 * m_maxValue) * 100.0f));
|
||||
player->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldstate3, m_neutralValuePct);
|
||||
}
|
||||
return m_activePlayers[plr->GetTeamId()].insert(plr->GetGUID()).second;
|
||||
return m_activePlayers[player->GetTeamId()].insert(player->GetGUID()).second;
|
||||
}
|
||||
|
||||
void BfCapturePoint::HandlePlayerLeave(Player *plr)
|
||||
void BfCapturePoint::HandlePlayerLeave(Player *player)
|
||||
{
|
||||
if (m_capturePoint)
|
||||
plr->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldState1, 0);
|
||||
m_activePlayers[plr->GetTeamId()].erase(plr->GetGUID());
|
||||
player->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldState1, 0);
|
||||
m_activePlayers[player->GetTeamId()].erase(player->GetGUID());
|
||||
}
|
||||
|
||||
void BfCapturePoint::SendChangePhase()
|
||||
@@ -965,9 +965,9 @@ bool BfCapturePoint::Update(uint32 diff)
|
||||
|
||||
for (uint8 team = 0; team < 2; ++team)
|
||||
for (GuidSet::iterator itr = m_activePlayers[team].begin(); itr != m_activePlayers[team].end(); ++itr)
|
||||
if (Player* plr = sObjectAccessor->FindPlayer(*itr))
|
||||
if (!m_capturePoint->IsWithinDistInMap(plr, radius) || !plr->IsOutdoorPvPActive())
|
||||
HandlePlayerLeave(plr);
|
||||
if (Player* player = sObjectAccessor->FindPlayer(*itr))
|
||||
if (!m_capturePoint->IsWithinDistInMap(player, radius) || !player->IsOutdoorPvPActive())
|
||||
HandlePlayerLeave(player);
|
||||
|
||||
std::list < Player * >players;
|
||||
Trinity::AnyPlayerInObjectRangeCheck checker(m_capturePoint, radius);
|
||||
@@ -1069,8 +1069,8 @@ void BfCapturePoint::SendUpdateWorldState(uint32 field, uint32 value)
|
||||
{
|
||||
for (uint8 team = 0; team < 2; ++team)
|
||||
for (GuidSet::iterator itr = m_activePlayers[team].begin(); itr != m_activePlayers[team].end(); ++itr) // send to all players present in the area
|
||||
if (Player* plr = sObjectAccessor->FindPlayer(*itr))
|
||||
plr->SendUpdateWorldState(field, value);
|
||||
if (Player* player = sObjectAccessor->FindPlayer(*itr))
|
||||
player->SendUpdateWorldState(field, value);
|
||||
}
|
||||
|
||||
void BfCapturePoint::SendObjectiveComplete(uint32 id, uint64 guid)
|
||||
@@ -1090,11 +1090,11 @@ void BfCapturePoint::SendObjectiveComplete(uint32 id, uint64 guid)
|
||||
|
||||
// send to all players present in the area
|
||||
for (GuidSet::iterator itr = m_activePlayers[team].begin(); itr != m_activePlayers[team].end(); ++itr)
|
||||
if (Player* plr = sObjectAccessor->FindPlayer(*itr))
|
||||
plr->KilledMonsterCredit(id, guid);
|
||||
if (Player* player = sObjectAccessor->FindPlayer(*itr))
|
||||
player->KilledMonsterCredit(id, guid);
|
||||
}
|
||||
|
||||
bool BfCapturePoint::IsInsideObjective(Player *plr) const
|
||||
bool BfCapturePoint::IsInsideObjective(Player *player) const
|
||||
{
|
||||
return m_activePlayers[plr->GetTeamId()].find(plr->GetGUID()) != m_activePlayers[plr->GetTeamId()].end();
|
||||
return m_activePlayers[player->GetTeamId()].find(player->GetGUID()) != m_activePlayers[player->GetTeamId()].end();
|
||||
}
|
||||
|
||||
@@ -88,12 +88,12 @@ public:
|
||||
void SendObjectiveComplete(uint32 id, uint64 guid);
|
||||
|
||||
// used when player is activated/inactivated in the area
|
||||
virtual bool HandlePlayerEnter(Player * plr);
|
||||
virtual void HandlePlayerLeave(Player * plr);
|
||||
//virtual void HandlePlayerActivityChanged(Player * plr);
|
||||
virtual bool HandlePlayerEnter(Player * player);
|
||||
virtual void HandlePlayerLeave(Player * player);
|
||||
//virtual void HandlePlayerActivityChanged(Player * player);
|
||||
|
||||
// checks if player is in range of a capture credit marker
|
||||
bool IsInsideObjective(Player * plr) const;
|
||||
bool IsInsideObjective(Player * player) const;
|
||||
|
||||
// returns true if the state of the objective has changed, in this case, the OutdoorPvP must send a world state ui update.
|
||||
virtual bool Update(uint32 diff);
|
||||
@@ -144,7 +144,7 @@ public:
|
||||
TeamId GetControlTeamId() { return m_ControlTeam; }
|
||||
|
||||
// use for found the nearest graveyard
|
||||
float GetDistance(Player * plr);
|
||||
float GetDistance(Player * player);
|
||||
void Initialize(TeamId startcontrol, uint32 gy);
|
||||
void SetSpirit(Creature* spirit, TeamId team);
|
||||
void AddPlayer(uint64 player_guid);
|
||||
@@ -237,10 +237,10 @@ class Battlefield:public ZoneScript
|
||||
*/
|
||||
void KickPlayerFromBf(uint64 guid);
|
||||
|
||||
/// Called when player (plr) enter in zone
|
||||
void HandlePlayerEnterZone(Player * plr, uint32 zone);
|
||||
/// Called when player (plr) leave the zone
|
||||
void HandlePlayerLeaveZone(Player * plr, uint32 zone);
|
||||
/// Called when player (player) enter in zone
|
||||
void HandlePlayerEnterZone(Player * player, uint32 zone);
|
||||
/// Called when player (player) leave the zone
|
||||
void HandlePlayerLeaveZone(Player * player, uint32 zone);
|
||||
|
||||
// All-purpose data storage 64 bit
|
||||
virtual uint64 GetData64(uint32 DataId) { return m_Data64[DataId]; }
|
||||
@@ -258,17 +258,17 @@ class Battlefield:public ZoneScript
|
||||
// Group methods
|
||||
/**
|
||||
* \brief Find a not full battlefield group, if there is no, create one
|
||||
* \param TeamId : Id of player team for who we search a group (plr->GetTeamId())
|
||||
* \param TeamId : Id of player team for who we search a group (player->GetTeamId())
|
||||
*/
|
||||
Group *GetFreeBfRaid(TeamId TeamId);
|
||||
/// Return battlefield group where player is.
|
||||
Group *GetGroupPlayer(uint64 guid, TeamId TeamId);
|
||||
/// Force player to join a battlefield group
|
||||
bool AddOrSetPlayerToCorrectBfGroup(Player * plr);
|
||||
bool AddOrSetPlayerToCorrectBfGroup(Player * player);
|
||||
|
||||
// Graveyard methods
|
||||
// Find which graveyard the player must be teleported to to be resurrected by spiritguide
|
||||
WorldSafeLocsEntry const *GetClosestGraveYard(Player * plr);
|
||||
WorldSafeLocsEntry const *GetClosestGraveYard(Player * player);
|
||||
|
||||
virtual void AddPlayerToResurrectQueue(uint64 npc_guid, uint64 player_guid);
|
||||
void RemovePlayerFromResurrectQueue(uint64 player_guid);
|
||||
@@ -289,23 +289,23 @@ class Battlefield:public ZoneScript
|
||||
/// Called x minutes before battle start when player in zone are invite to join queue
|
||||
virtual void OnStartGrouping() {};
|
||||
/// Called when a player accept to join the battle
|
||||
virtual void OnPlayerJoinWar(Player * /*plr */ ) {};
|
||||
virtual void OnPlayerJoinWar(Player * /*player */ ) {};
|
||||
/// Called when a player leave the battle
|
||||
virtual void OnPlayerLeaveWar(Player * /*plr */ ) {};
|
||||
virtual void OnPlayerLeaveWar(Player * /*player */ ) {};
|
||||
/// Called when a player leave battlefield zone
|
||||
virtual void OnPlayerLeaveZone(Player * /*plr */ ) {};
|
||||
virtual void OnPlayerLeaveZone(Player * /*player */ ) {};
|
||||
/// Called when a player enter in battlefield zone
|
||||
virtual void OnPlayerEnterZone(Player * /*plr */ ) {};
|
||||
virtual void OnPlayerEnterZone(Player * /*player */ ) {};
|
||||
|
||||
WorldPacket BuildWarningAnnPacket(std::string msg);
|
||||
void SendWarningToAllInZone(uint32 entry);
|
||||
//void SendWarningToAllInWar(int32 entry, ...); -- UNUSED
|
||||
void SendWarningToPlayer(Player * plr, uint32 entry);
|
||||
void SendWarningToPlayer(Player * player, uint32 entry);
|
||||
|
||||
void PlayerAcceptInviteToQueue(Player * plr);
|
||||
void PlayerAcceptInviteToWar(Player * plr);
|
||||
void PlayerAcceptInviteToQueue(Player * player);
|
||||
void PlayerAcceptInviteToWar(Player * player);
|
||||
uint32 GetBattleId() { return m_BattleId; }
|
||||
void AskToLeaveQueue(Player * plr);
|
||||
void AskToLeaveQueue(Player * player);
|
||||
|
||||
virtual void DoCompleteOrIncrementAchievement(uint32 /*achievement */ , Player * /*player */ , uint8 /*incrementNumber = 1 */ ) {};
|
||||
|
||||
@@ -329,8 +329,8 @@ class Battlefield:public ZoneScript
|
||||
|
||||
void PlaySoundToAll(uint32 SoundID);
|
||||
|
||||
void InvitePlayerToQueue(Player * plr);
|
||||
void InvitePlayerToWar(Player * plr);
|
||||
void InvitePlayerToQueue(Player * player);
|
||||
void InvitePlayerToWar(Player * player);
|
||||
|
||||
void InitStalker(uint32 entry, float x, float y, float z, float o);
|
||||
|
||||
@@ -382,7 +382,7 @@ protected:
|
||||
|
||||
void KickAfk();
|
||||
// use for switch off all worldstate for client
|
||||
virtual void SendRemoveWorldStates(Player * /*plr */ ) {}
|
||||
virtual void SendRemoveWorldStates(Player * /*player */ ) {}
|
||||
|
||||
// use for send a packet for all player list
|
||||
void BroadcastPacketZone(WorldPacket & data) const;
|
||||
@@ -401,7 +401,7 @@ protected:
|
||||
}
|
||||
|
||||
void RegisterZone(uint32 zoneid);
|
||||
bool HasPlayer(Player * plr) const;
|
||||
bool HasPlayer(Player * player) const;
|
||||
void TeamCastSpell(TeamId team, int32 spellId);
|
||||
|
||||
};
|
||||
|
||||
@@ -75,7 +75,7 @@ void WorldSession::SendBfQueueInviteResponce(uint32 BattleId,uint32 ZoneId, bool
|
||||
//Param1:(BattleId) the BattleId of Bf
|
||||
void WorldSession::SendBfEntered(uint32 BattleId)
|
||||
{
|
||||
// m_PlayerInWar[plr->GetTeamId()].insert(plr->GetGUID());
|
||||
// m_PlayerInWar[player->GetTeamId()].insert(player->GetGUID());
|
||||
WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTERED, 7);
|
||||
data << uint32(BattleId);
|
||||
data << uint8(1); //unk
|
||||
|
||||
@@ -71,31 +71,31 @@ void BattlefieldMgr::AddZone(uint32 zoneid, Battlefield *handle)
|
||||
m_BattlefieldMap[zoneid] = handle;
|
||||
}
|
||||
|
||||
void BattlefieldMgr::HandlePlayerEnterZone(Player * plr, uint32 zoneid)
|
||||
void BattlefieldMgr::HandlePlayerEnterZone(Player * player, uint32 zoneid)
|
||||
{
|
||||
BattlefieldMap::iterator itr = m_BattlefieldMap.find(zoneid);
|
||||
if (itr == m_BattlefieldMap.end())
|
||||
return;
|
||||
|
||||
if (itr->second->HasPlayer(plr))
|
||||
if (itr->second->HasPlayer(player))
|
||||
return;
|
||||
if (itr->second->GetEnable() == false)
|
||||
return;
|
||||
itr->second->HandlePlayerEnterZone(plr, zoneid);
|
||||
sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Player %u entered outdoorpvp id %u", plr->GetGUIDLow(), itr->second->GetTypeId());
|
||||
itr->second->HandlePlayerEnterZone(player, zoneid);
|
||||
sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Player %u entered outdoorpvp id %u", player->GetGUIDLow(), itr->second->GetTypeId());
|
||||
}
|
||||
|
||||
void BattlefieldMgr::HandlePlayerLeaveZone(Player * plr, uint32 zoneid)
|
||||
void BattlefieldMgr::HandlePlayerLeaveZone(Player * player, uint32 zoneid)
|
||||
{
|
||||
BattlefieldMap::iterator itr = m_BattlefieldMap.find(zoneid);
|
||||
if (itr == m_BattlefieldMap.end())
|
||||
return;
|
||||
|
||||
// teleport: remove once in removefromworld, once in updatezone
|
||||
if (!itr->second->HasPlayer(plr))
|
||||
if (!itr->second->HasPlayer(player))
|
||||
return;
|
||||
itr->second->HandlePlayerLeaveZone(plr, zoneid);
|
||||
sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Player %u left outdoorpvp id %u", plr->GetGUIDLow(), itr->second->GetTypeId());
|
||||
itr->second->HandlePlayerLeaveZone(player, zoneid);
|
||||
sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Player %u left outdoorpvp id %u", player->GetGUIDLow(), itr->second->GetTypeId());
|
||||
}
|
||||
|
||||
Battlefield *BattlefieldMgr::GetBattlefieldToZoneId(uint32 zoneid)
|
||||
|
||||
@@ -40,11 +40,11 @@ class BattlefieldMgr
|
||||
// create battlefield events
|
||||
void InitBattlefield();
|
||||
// called when a player enters an battlefield area
|
||||
void HandlePlayerEnterZone(Player * plr, uint32 areaflag);
|
||||
void HandlePlayerEnterZone(Player * player, uint32 areaflag);
|
||||
// called when player leaves an battlefield area
|
||||
void HandlePlayerLeaveZone(Player * plr, uint32 areaflag);
|
||||
void HandlePlayerLeaveZone(Player * player, uint32 areaflag);
|
||||
// called when player resurrects
|
||||
void HandlePlayerResurrects(Player * plr, uint32 areaflag);
|
||||
void HandlePlayerResurrects(Player * player, uint32 areaflag);
|
||||
// return assigned battlefield
|
||||
Battlefield *GetBattlefieldToZoneId(uint32 zoneid);
|
||||
Battlefield *GetBattlefieldByBattleId(uint32 battleid);
|
||||
@@ -59,7 +59,7 @@ class BattlefieldMgr
|
||||
|
||||
bool CanTalkTo(Player * player, Creature * creature, GossipMenuItems gso);
|
||||
|
||||
void HandleDropFlag(Player * plr, uint32 spellId);
|
||||
void HandleDropFlag(Player * player, uint32 spellId);
|
||||
|
||||
typedef std::vector < Battlefield * >BattlefieldSet;
|
||||
typedef std::map < uint32 /* zoneid */ , Battlefield * >BattlefieldMap;
|
||||
|
||||
@@ -315,30 +315,30 @@ class BattlefieldWG : public Battlefield
|
||||
* -Teleport if it needed
|
||||
* -Update worldstate
|
||||
* -Update tenacity
|
||||
* \param plr: Player who accept invite
|
||||
* \param player: Player who accept invite
|
||||
*/
|
||||
void OnPlayerJoinWar(Player *plr);
|
||||
void OnPlayerJoinWar(Player *player);
|
||||
|
||||
/**
|
||||
* \brief Called when player leave battle
|
||||
* -Update player aura
|
||||
* \param plr : Player who leave battle
|
||||
* \param player : Player who leave battle
|
||||
*/
|
||||
void OnPlayerLeaveWar(Player *plr);
|
||||
void OnPlayerLeaveWar(Player *player);
|
||||
|
||||
/**
|
||||
* \brief Called when player leave WG zone
|
||||
* \param plr : Player who leave zone
|
||||
* \param player : Player who leave zone
|
||||
*/
|
||||
void OnPlayerLeaveZone(Player *plr);
|
||||
void OnPlayerLeaveZone(Player *player);
|
||||
|
||||
/**
|
||||
* \brief Called when player enter in WG zone
|
||||
* -Update aura
|
||||
* -Update worldstate
|
||||
* \param plr : Player who leave zone
|
||||
* \param player : Player who leave zone
|
||||
*/
|
||||
void OnPlayerEnterZone(Player *plr);
|
||||
void OnPlayerEnterZone(Player *player);
|
||||
|
||||
/**
|
||||
* \brief Called for update battlefield data
|
||||
@@ -415,13 +415,13 @@ class BattlefieldWG : public Battlefield
|
||||
m_CanClickOnOrb = allow;
|
||||
}
|
||||
|
||||
void RewardMarkOfHonor(Player *plr, uint32 count);
|
||||
void RewardMarkOfHonor(Player *player, uint32 count);
|
||||
|
||||
void UpdateVehicleCountWG();
|
||||
void UpdateCounterVehicle(bool init);
|
||||
|
||||
WorldPacket BuildInitWorldStates();
|
||||
void SendInitWorldStatesTo(Player * plr);
|
||||
void SendInitWorldStatesTo(Player * player);
|
||||
void SendInitWorldStatesToAll();
|
||||
|
||||
void HandleKill(Player *killer, Unit *victim);
|
||||
|
||||
Reference in New Issue
Block a user