Core/CharacterDatabaseCleaner: Store character cleaning flags in World for runtime usage
--HG-- branch : trunk
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@@ -38,6 +38,7 @@ void CharacterDatabaseCleaner::CleanDatabase()
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return;
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return;
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uint32 flags = (*result)[0].GetUInt32();
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uint32 flags = (*result)[0].GetUInt32();
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sWorld->SetCleaningFlags(flags);
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// clean up
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// clean up
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if (flags & CLEANING_FLAG_ACHIEVEMENT_PROGRESS)
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if (flags & CLEANING_FLAG_ACHIEVEMENT_PROGRESS)
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@@ -109,6 +109,8 @@ World::World()
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m_updateTimeCount = 0;
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m_updateTimeCount = 0;
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m_isClosed = false;
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m_isClosed = false;
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m_CleaningFlags = 0;
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}
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}
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/// World destructor
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/// World destructor
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@@ -737,6 +737,9 @@ class World
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bool GetEventKill() const { return isEventKillStart; }
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bool GetEventKill() const { return isEventKillStart; }
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bool isEventKillStart;
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bool isEventKillStart;
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uint32 GetCleaningFlags() { return m_CleaningFlags; }
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void SetCleaningFlags(uint32 flags) { m_CleaningFlags = flags; }
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protected:
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protected:
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void _UpdateGameTime();
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void _UpdateGameTime();
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// callback for UpdateRealmCharacters
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// callback for UpdateRealmCharacters
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@@ -754,6 +757,8 @@ class World
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uint32 m_ShutdownTimer;
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uint32 m_ShutdownTimer;
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uint32 m_ShutdownMask;
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uint32 m_ShutdownMask;
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uint32 m_CleaningFlags;
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bool m_isClosed;
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bool m_isClosed;
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//atomic op counter for active scripts amount
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//atomic op counter for active scripts amount
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