Allow GMs to bypass instance entry requirements
--HG-- branch : trunk
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@@ -161,22 +161,9 @@ bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
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if (!entry->IsDungeon())
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return true;
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const char *mapName = entry->name[player->GetSession()->GetSessionDbcLocale()];
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Group* pGroup = player->GetGroup();
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if (entry->IsRaid())
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{
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// can only enter in a raid group
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// GMs can avoid raid limitations
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if ((!pGroup || !pGroup->isRaidGroup()) && !player->isGameMaster() && !sWorld.getConfig(CONFIG_INSTANCE_IGNORE_RAID))
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{
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// probably there must be special opcode, because client has this string constant in GlobalStrings.lua
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// TODO: this is not a good place to send the message
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player->GetSession()->SendAreaTriggerMessage(player->GetSession()->GetTrinityString(LANG_INSTANCE_RAID_GROUP_ONLY), mapName);
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sLog.outDebug("MAP: Player '%s' must be in a raid group to enter instance '%s'", player->GetName(), mapName);
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InstanceTemplate const* instance = objmgr.GetInstanceTemplate(mapid);
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if (!instance)
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return false;
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}
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}
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//The player has a heroic mode and tries to enter into instance which has no a heroic mode
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MapDifficulty const* mapDiff = GetMapDifficultyData(entry->MapID,player->GetDifficulty(entry->IsRaid()));
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@@ -192,6 +179,26 @@ bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
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return false;
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}
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//Bypass checks for GMs
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if (player->isGameMaster())
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return true;
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const char *mapName = entry->name[player->GetSession()->GetSessionDbcLocale()];
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Group* pGroup = player->GetGroup();
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if (entry->IsRaid())
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{
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// can only enter in a raid group
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if ((!pGroup || !pGroup->isRaidGroup()) && !sWorld.getConfig(CONFIG_INSTANCE_IGNORE_RAID))
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{
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// probably there must be special opcode, because client has this string constant in GlobalStrings.lua
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// TODO: this is not a good place to send the message
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player->GetSession()->SendAreaTriggerMessage(player->GetSession()->GetTrinityString(LANG_INSTANCE_RAID_GROUP_ONLY), mapName);
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sLog.outDebug("MAP: Player '%s' must be in a raid group to enter instance '%s'", player->GetName(), mapName);
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return false;
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}
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}
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if (!player->isAlive())
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{
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if (Corpse *corpse = player->GetCorpse())
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@@ -221,10 +228,6 @@ bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
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sLog.outDebug("Map::CanPlayerEnter - player '%s' is dead but does not have a corpse!", player->GetName());
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}
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InstanceTemplate const* instance = objmgr.GetInstanceTemplate(mapid);
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if (!instance)
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return false;
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//Get instance where player's group is bound & its map
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if (pGroup)
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{
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