Dungeon Finder: Make player internal Lfg data private and some minor cleanups
--HG-- branch : trunk
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@@ -2250,7 +2250,14 @@ class Player : public Unit, public GridObject<Player>
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void SetAtLoginFlag(AtLoginFlags f) { m_atLoginFlags |= f; }
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void RemoveAtLoginFlag(AtLoginFlags f, bool in_db_also = false);
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LookingForGroup m_lookingForGroup;
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// Dungeon Finder
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bool isLfgDungeonDone(const uint32 entry) { return m_LookingForGroup.donerandomDungeons.find(entry) != m_LookingForGroup.donerandomDungeons.end(); }
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LfgDungeonSet *GetLfgDungeons() { return &m_LookingForGroup.applyDungeons; }
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LfgDungeonSet *GetLfgDungeonsDone() { return &m_LookingForGroup.donerandomDungeons; }
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std::string GetLfgComment() { return m_LookingForGroup.comment; }
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void SetLfgComment(std::string _comment) { m_LookingForGroup.comment = _comment; }
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uint8 GetLfgRoles() { return m_LookingForGroup.roles; }
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void SetLfgRoles(uint8 _roles) { m_LookingForGroup.roles = _roles; }
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// Temporarily removed pet cache
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uint32 GetTemporaryUnsummonedPetNumber() const { return m_temporaryUnsummonedPetNumber; }
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@@ -2671,6 +2678,8 @@ class Player : public Unit, public GridObject<Player>
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uint32 m_timeSyncTimer;
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uint32 m_timeSyncClient;
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uint32 m_timeSyncServer;
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LookingForGroup m_LookingForGroup;
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};
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void AddItemsSetItem(Player*player,Item *item);
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