DB/Graveyards: Added a comment field to describe the graveyards in graveyard_zone
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@@ -5889,14 +5889,14 @@ void ObjectMgr::LoadGraveyardZones()
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{
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uint32 oldMSTime = getMSTime();
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GraveYardStore.clear(); // need for reload case
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GraveYardStore.clear(); // needed for reload case
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// 0 1 2
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QueryResult result = WorldDatabase.Query("SELECT id, ghost_zone, faction FROM game_graveyard_zone");
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// 0 1 2
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QueryResult result = WorldDatabase.Query("SELECT ID, GhostZone, Faction FROM graveyard_zone");
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if (!result)
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{
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TC_LOG_INFO("server.loading", ">> Loaded 0 graveyard-zone links. DB table `game_graveyard_zone` is empty.");
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TC_LOG_INFO("server.loading", ">> Loaded 0 graveyard-zone links. DB table `graveyard_zone` is empty.");
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return;
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}
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@@ -5915,31 +5915,31 @@ void ObjectMgr::LoadGraveyardZones()
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WorldSafeLocsEntry const* entry = sWorldSafeLocsStore.LookupEntry(safeLocId);
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if (!entry)
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{
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TC_LOG_ERROR("sql.sql", "Table `game_graveyard_zone` has a record for not existing graveyard (WorldSafeLocs.dbc id) %u, skipped.", safeLocId);
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TC_LOG_ERROR("sql.sql", "Table `graveyard_zone` has a record for non-existing graveyard (WorldSafeLocsID: %u), skipped.", safeLocId);
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continue;
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}
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AreaTableEntry const* areaEntry = GetAreaEntryByAreaID(zoneId);
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if (!areaEntry)
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{
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TC_LOG_ERROR("sql.sql", "Table `game_graveyard_zone` has a record for not existing zone id (%u), skipped.", zoneId);
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TC_LOG_ERROR("sql.sql", "Table `graveyard_zone` has a record for non-existing Zone (ID: %u), skipped.", zoneId);
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continue;
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}
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if (areaEntry->zone != 0)
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{
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TC_LOG_ERROR("sql.sql", "Table `game_graveyard_zone` has a record for subzone id (%u) instead of zone, skipped.", zoneId);
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TC_LOG_ERROR("sql.sql", "Table `graveyard_zone` has a record for SubZone (ID: %u) instead of zone, skipped.", zoneId);
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continue;
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}
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if (team != 0 && team != HORDE && team != ALLIANCE)
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{
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TC_LOG_ERROR("sql.sql", "Table `game_graveyard_zone` has a record for non player faction (%u), skipped.", team);
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TC_LOG_ERROR("sql.sql", "Table `graveyard_zone` has a record for non player faction (%u), skipped.", team);
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continue;
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}
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if (!AddGraveYardLink(safeLocId, zoneId, team, false))
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TC_LOG_ERROR("sql.sql", "Table `game_graveyard_zone` has a duplicate record for Graveyard (ID: %u) and Zone (ID: %u), skipped.", safeLocId, zoneId);
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TC_LOG_ERROR("sql.sql", "Table `graveyard_zone` has a duplicate record for Graveyard (ID: %u) and Zone (ID: %u), skipped.", safeLocId, zoneId);
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} while (result->NextRow());
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TC_LOG_INFO("server.loading", ">> Loaded %u graveyard-zone links in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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@@ -5987,7 +5987,7 @@ WorldSafeLocsEntry const* ObjectMgr::GetClosestGraveYard(float x, float y, float
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// not need to check validity of map object; MapId _MUST_ be valid here
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if (range.first == range.second && !map->IsBattlegroundOrArena())
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{
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TC_LOG_ERROR("sql.sql", "Table `game_graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, team);
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TC_LOG_ERROR("sql.sql", "Table `graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, team);
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return GetDefaultGraveYard(team);
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}
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@@ -6013,7 +6013,7 @@ WorldSafeLocsEntry const* ObjectMgr::GetClosestGraveYard(float x, float y, float
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WorldSafeLocsEntry const* entry = sWorldSafeLocsStore.LookupEntry(data.safeLocId);
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if (!entry)
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{
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TC_LOG_ERROR("sql.sql", "Table `game_graveyard_zone` has record for not existing graveyard (WorldSafeLocs.dbc id) %u, skipped.", data.safeLocId);
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TC_LOG_ERROR("sql.sql", "Table `graveyard_zone` has record for non-existing graveyard (WorldSafeLocsID: %u), skipped.", data.safeLocId);
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continue;
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}
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@@ -6128,7 +6128,7 @@ void ObjectMgr::RemoveGraveYardLink(uint32 id, uint32 zoneId, uint32 team, bool
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GraveYardMapBoundsNonConst range = GraveYardStore.equal_range(zoneId);
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if (range.first == range.second)
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{
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//TC_LOG_ERROR("sql.sql", "Table `game_graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, team);
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//TC_LOG_ERROR("sql.sql", "Table `graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, team);
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return;
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}
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