Replaced time(NULL) on sGameTime.GetGameTime() this is used for better performance.
Original Timer.h divided into 2 parts. Shared project has no need to know about GameTime Singleton. 2 Identical structures with different types are now replaced with one generic templated structure and 2 typedefs. --HG-- branch : trunk
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@@ -34,7 +34,7 @@
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#include "Player.h"
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#include "ProgressBar.h"
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#include "SpellMgr.h"
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#include "TimeMgr.h"
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#include "MapManager.h"
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#include "BattleGround.h"
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#include "BattleGroundAB.h"
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@@ -552,7 +552,7 @@ void AchievementMgr::LoadFromDB(QueryResult *achievementResult, QueryResult *cri
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continue;
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}
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if (criteria->timeLimit && time_t(date + criteria->timeLimit) < time(NULL))
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if (criteria->timeLimit && time_t(date + criteria->timeLimit) < sGameTime.GetGameTime())
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continue;
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CriteriaProgress& progress = m_criteriaProgress[id];
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@@ -612,7 +612,7 @@ void AchievementMgr::SendAchievementEarned(AchievementEntry const* achievement)
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WorldPacket data(SMSG_ACHIEVEMENT_EARNED, 8+4+8);
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data.append(GetPlayer()->GetPackGUID());
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data << uint32(achievement->ID);
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data << uint32(secsToTimeBitFields(time(NULL)));
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data << uint32(secsToTimeBitFields(sGameTime.GetGameTime()));
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data << uint32(0);
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GetPlayer()->SendMessageToSetInRange(&data, sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY), true);
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}
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@@ -1623,7 +1623,7 @@ void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry,
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progress = &m_criteriaProgress[entry->ID];
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progress->counter = changeValue;
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progress->date = time(NULL);
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progress->date = sGameTime.GetGameTime();
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}
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else
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{
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@@ -1658,7 +1658,7 @@ void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry,
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if(entry->timeLimit)
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{
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time_t now = time(NULL);
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time_t now = sGameTime.GetGameTime();
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if(time_t(progress->date + entry->timeLimit) < now)
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progress->counter = 1;
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@@ -1680,7 +1680,7 @@ void AchievementMgr::CompletedAchievement(AchievementEntry const* achievement)
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SendAchievementEarned(achievement);
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CompletedAchievementData& ca = m_completedAchievements[achievement->ID];
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ca.date = time(NULL);
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ca.date = sGameTime.GetGameTime();
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ca.changed = true;
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// don't insert for ACHIEVEMENT_FLAG_REALM_FIRST_KILL since otherwise only the first group member would reach that achievement
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