*use ASSERT macro instead of regular assert for better output.
--HG-- branch : trunk
This commit is contained in:
@@ -240,7 +240,7 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
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void BattleGroundAV::UpdateScore(uint16 team, int16 points)
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{ //note: to remove reinforcementpoints points must be negative, for adding reinforcements points must be positive
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assert(team == ALLIANCE || team == HORDE);
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ASSERT(team == ALLIANCE || team == HORDE);
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uint8 teamindex = GetTeamIndexByTeamId(team); //0=ally 1=horde
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m_Team_Scores[teamindex] += points;
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@@ -266,7 +266,7 @@ Creature* BattleGroundAV::AddAVCreature(uint16 cinfoid, uint16 type)
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uint8 level;
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bool isStatic = false;
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Creature* creature = NULL;
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assert(type <= AV_CPLACE_MAX + AV_STATICCPLACE_MAX);
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ASSERT(type <= AV_CPLACE_MAX + AV_STATICCPLACE_MAX);
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if (type >= AV_CPLACE_MAX) //static
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{
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type -= AV_CPLACE_MAX;
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@@ -630,7 +630,7 @@ void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node)
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void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team, bool initial)
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{ //mine=0 northmine mine=1 southmin
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//changing the owner results in setting respawntim to infinite for current creatures, spawning new mine owners creatures and changing the chest-objects so that the current owning team can use them
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assert(mine == AV_NORTH_MINE || mine == AV_SOUTH_MINE);
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ASSERT(mine == AV_NORTH_MINE || mine == AV_SOUTH_MINE);
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if (team != ALLIANCE && team != HORDE)
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team = AV_NEUTRAL_TEAM;
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else
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@@ -729,7 +729,7 @@ bool BattleGroundAV::PlayerCanDoMineQuest(int32 GOId,uint32 team)
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void BattleGroundAV::PopulateNode(BG_AV_Nodes node)
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{
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uint32 owner = m_Nodes[node].Owner;
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assert(owner);
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ASSERT(owner);
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uint32 c_place = AV_CPLACE_DEFENSE_STORM_AID + (4 * node);
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uint32 creatureid;
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@@ -809,7 +809,7 @@ const BG_AV_Nodes BattleGroundAV::GetNodeThroughObject(uint32 object)
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if (object == BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE)
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return BG_AV_NODES_SNOWFALL_GRAVE;
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sLog.outError("BattleGroundAV: ERROR! GetPlace got a wrong object :(");
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assert(false);
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ASSERT(false);
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return BG_AV_Nodes(0);
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}
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@@ -845,7 +845,7 @@ const uint32 BattleGroundAV::GetObjectThroughNode(BG_AV_Nodes node)
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else if (m_Nodes[node].Owner == AV_NEUTRAL_TEAM)
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return BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE;
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sLog.outError("BattleGroundAV: Error! GetPlaceNode couldn't resolve node %i",node);
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assert(false);
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ASSERT(false);
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return 0;
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}
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@@ -881,7 +881,7 @@ void BattleGroundAV::EventPlayerClickedOnFlag(Player *source, GameObject* target
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void BattleGroundAV::EventPlayerDefendsPoint(Player* player, uint32 object)
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{
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assert(GetStatus() == STATUS_IN_PROGRESS);
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ASSERT(GetStatus() == STATUS_IN_PROGRESS);
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BG_AV_Nodes node = GetNodeThroughObject(object);
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uint32 owner = m_Nodes[node].Owner; //maybe should name it prevowner
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@@ -891,7 +891,7 @@ void BattleGroundAV::EventPlayerDefendsPoint(Player* player, uint32 object)
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return;
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if (m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM)
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{ //until snowfall doesn't belong to anyone it is better handled in assault-code
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assert(node == BG_AV_NODES_SNOWFALL_GRAVE); //currently the only neutral grave
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ASSERT(node == BG_AV_NODES_SNOWFALL_GRAVE); //currently the only neutral grave
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EventPlayerAssaultsPoint(player,object);
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return;
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}
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@@ -952,7 +952,7 @@ void BattleGroundAV::EventPlayerDefendsPoint(Player* player, uint32 object)
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void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object)
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{
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assert(GetStatus() == STATUS_IN_PROGRESS);
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ASSERT(GetStatus() == STATUS_IN_PROGRESS);
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BG_AV_Nodes node = GetNodeThroughObject(object);
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uint32 owner = m_Nodes[node].Owner; //maybe name it prevowner
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@@ -965,7 +965,7 @@ void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object)
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{
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if (object == BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE) //initial capping
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{
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assert(owner == AV_NEUTRAL_TEAM && m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM);
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ASSERT(owner == AV_NEUTRAL_TEAM && m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM);
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if (team == ALLIANCE)
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SpawnBGObject(BG_AV_OBJECT_FLAG_C_A_SNOWFALL_GRAVE, RESPAWN_IMMEDIATELY);
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else
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@@ -974,7 +974,7 @@ void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object)
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}
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else if (m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM) //recapping, when no team owns this node realy
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{
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assert(m_Nodes[node].State != POINT_CONTROLED);
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ASSERT(m_Nodes[node].State != POINT_CONTROLED);
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if (team == ALLIANCE)
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SpawnBGObject(object-11, RESPAWN_IMMEDIATELY);
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else
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@@ -1002,7 +1002,7 @@ void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object)
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//if snowfall gots capped it can be handled like all other graveyards
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if (m_Nodes[node].TotalOwner != AV_NEUTRAL_TEAM)
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{
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assert(m_Nodes[node].Owner != AV_NEUTRAL_TEAM);
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ASSERT(m_Nodes[node].Owner != AV_NEUTRAL_TEAM);
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if (team == ALLIANCE)
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SpawnBGObject(object-22, RESPAWN_IMMEDIATELY);
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else
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@@ -1098,7 +1098,7 @@ void BattleGroundAV::FillInitialWorldStates(WorldPacket& data)
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const uint8 BattleGroundAV::GetWorldStateType(uint8 state, uint16 team) //this is used for node worldstates and returns values which fit good into the worldstatesarray
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{
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//neutral stuff cant get handled (currently its only snowfall)
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assert(team != AV_NEUTRAL_TEAM);
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ASSERT(team != AV_NEUTRAL_TEAM);
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//a_c a_a h_c h_a the positions in worldstate-array
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if (team == ALLIANCE)
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{
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@@ -1129,10 +1129,10 @@ void BattleGroundAV::UpdateNodeWorldState(BG_AV_Nodes node)
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void BattleGroundAV::SendMineWorldStates(uint32 mine)
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{
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assert(mine == AV_NORTH_MINE || mine == AV_SOUTH_MINE);
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ASSERT(mine == AV_NORTH_MINE || mine == AV_SOUTH_MINE);
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// currently i'm sure, that this works (:
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// assert(m_Mine_PrevOwner[mine] == ALLIANCE || m_Mine_PrevOwner[mine] == HORDE || m_Mine_PrevOwner[mine] == AV_NEUTRAL_TEAM);
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// assert(m_Mine_Owner[mine] == ALLIANCE || m_Mine_Owner[mine] == HORDE || m_Mine_Owner[mine] == AV_NEUTRAL_TEAM);
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// ASSERT(m_Mine_PrevOwner[mine] == ALLIANCE || m_Mine_PrevOwner[mine] == HORDE || m_Mine_PrevOwner[mine] == AV_NEUTRAL_TEAM);
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// ASSERT(m_Mine_Owner[mine] == ALLIANCE || m_Mine_Owner[mine] == HORDE || m_Mine_Owner[mine] == AV_NEUTRAL_TEAM);
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uint8 owner,prevowner,mine2; //those variables are needed to access the right worldstate in the BG_AV_MineWorldStates array
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mine2 = (mine == AV_NORTH_MINE)?0:1;
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@@ -1396,22 +1396,22 @@ void BattleGroundAV::AssaultNode(BG_AV_Nodes node, uint16 team)
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if (m_Nodes[node].TotalOwner == team)
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{
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sLog.outCrash("Assaulting team is TotalOwner of node");
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assert (false);
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ASSERT (false);
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}
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if (m_Nodes[node].Owner == team)
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{
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sLog.outCrash("Assaulting team is owner of node");
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assert (false);
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ASSERT (false);
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}
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if (m_Nodes[node].State == POINT_DESTROYED)
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{
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sLog.outCrash("Destroyed node is being assaulted");
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assert (false);
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ASSERT (false);
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}
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if (m_Nodes[node].State == POINT_ASSAULTED && m_Nodes[node].TotalOwner) //only assault an assaulted node if no totalowner exists
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{
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sLog.outCrash("Assault on an not assaulted node with total owner");
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assert (false);
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ASSERT (false);
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}
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//the timer gets another time, if the previous owner was 0 == Neutral
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m_Nodes[node].Timer = (m_Nodes[node].PrevOwner)? BG_AV_CAPTIME : BG_AV_SNOWFALL_FIRSTCAP;
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@@ -1423,7 +1423,7 @@ void BattleGroundAV::AssaultNode(BG_AV_Nodes node, uint16 team)
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void BattleGroundAV::DestroyNode(BG_AV_Nodes node)
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{
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assert(m_Nodes[node].State == POINT_ASSAULTED);
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ASSERT(m_Nodes[node].State == POINT_ASSAULTED);
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m_Nodes[node].TotalOwner = m_Nodes[node].Owner;
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m_Nodes[node].PrevOwner = m_Nodes[node].Owner;
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@@ -1446,9 +1446,9 @@ void BattleGroundAV::InitNode(BG_AV_Nodes node, uint16 team, bool tower)
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void BattleGroundAV::DefendNode(BG_AV_Nodes node, uint16 team)
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{
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assert(m_Nodes[node].TotalOwner == team);
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assert(m_Nodes[node].Owner != team);
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assert(m_Nodes[node].State != POINT_CONTROLED && m_Nodes[node].State != POINT_DESTROYED);
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ASSERT(m_Nodes[node].TotalOwner == team);
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ASSERT(m_Nodes[node].Owner != team);
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ASSERT(m_Nodes[node].State != POINT_CONTROLED && m_Nodes[node].State != POINT_DESTROYED);
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m_Nodes[node].PrevOwner = m_Nodes[node].Owner;
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m_Nodes[node].Owner = team;
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m_Nodes[node].PrevState = m_Nodes[node].State;
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