Code/ConditionMgr: added CONDITION_DRUNKENSTATE, true if player is drunk enough. sober(0), tipsy(1), drunk(2), smashed(3)
--HG-- branch : trunk
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@@ -37,7 +37,7 @@ enum ConditionType
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CONDITION_SKILL = 7, // skill_id skill_value +referenceID true if has skill_value for skill_id
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CONDITION_QUESTREWARDED = 8, // quest_id 0 +referenceID true if quest_id was rewarded before
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CONDITION_QUESTTAKEN = 9, // quest_id 0, +referenceID true while quest active
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CONDITION_UNUSED_1 = 10, // currently unused
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CONDITION_DRUNKENSTATE = 10, // DrunkenState 0, +referenceID true if player is drunk enough
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CONDITION_NO_AURA = 11, // spell_id effindex +referenceID true if does not have aura of spell_id with effect effindex
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CONDITION_ACTIVE_EVENT = 12, // event_id 0 +referenceID true if event is active
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CONDITION_INSTANCE_DATA = 13, // entry data +referenceID true if data is set in current instance
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