Fix memory leaks in ConditionManager.
--HG-- branch : trunk
This commit is contained in:
@@ -201,6 +201,7 @@ ConditionMgr::ConditionMgr()
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ConditionMgr::~ConditionMgr()
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{
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Clean();
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}
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ConditionList ConditionMgr::GetConditionReferences(uint32 refId)
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@@ -236,7 +237,7 @@ bool ConditionMgr::IsPlayerMeetToConditionList(Player* player,const ConditionLis
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}else{
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sLog.outDebug("IsPlayerMeetToConditionList: Reference template -%u not found", (*i)->mReferenceId);//checked at loading, should never happen
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}
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} else//handle normal condition
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{
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if (!(*i)->Meets(player, targetOverride))
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@@ -273,7 +274,7 @@ ConditionList ConditionMgr::GetConditionsForNotGroupedEntry(ConditionSourceType
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{
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ConditionMap::const_iterator itr = m_ConditionMap.find(sType);
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if (itr != m_ConditionMap.end())
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{
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{
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ConditionTypeMap::const_iterator i = (*itr).second.find(uEntry);
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if (i != (*itr).second.end())
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{
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@@ -287,8 +288,8 @@ ConditionList ConditionMgr::GetConditionsForNotGroupedEntry(ConditionSourceType
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void ConditionMgr::LoadConditions(bool isReload)
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{
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m_ConditionMap.clear(); // for reload case
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m_ConditionReferenceMap.clear(); // for reload case
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Clean();
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//must clear all custom handled cases (groupped types) before reload
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if (isReload)
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{
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@@ -336,11 +337,11 @@ void ConditionMgr::LoadConditions(bool isReload)
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Field *fields = result->Fetch();
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Condition* cond = new Condition();
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int32 iSourceTypeOrReferenceId = fields[0].GetInt32();
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int32 iSourceTypeOrReferenceId = fields[0].GetInt32();
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cond->mSourceGroup = fields[1].GetUInt32();
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cond->mSourceEntry = fields[2].GetUInt32();
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cond->mElseGroup = fields[3].GetUInt32();
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int32 iConditionTypeOrReference = fields[4].GetInt32();
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int32 iConditionTypeOrReference = fields[4].GetInt32();
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cond->mConditionValue1 = fields[5].GetUInt32();
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cond->mConditionValue2 = fields[6].GetUInt32();
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cond->mConditionValue3 = fields[7].GetUInt32();
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@@ -354,6 +355,7 @@ void ConditionMgr::LoadConditions(bool isReload)
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if (iConditionTypeOrReference == iSourceTypeOrReferenceId)//self referencing, skip
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{
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sLog.outErrorDb("Condition reference %i is referencing self, skipped", iSourceTypeOrReferenceId);
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delete cond;
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continue;
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}
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cond->mReferenceId = uint32(abs(iConditionTypeOrReference));
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@@ -373,8 +375,10 @@ void ConditionMgr::LoadConditions(bool isReload)
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if (cond->mSourceEntry && iSourceTypeOrReferenceId < 0)
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sLog.outErrorDb("Condition %s %i has useless data in SourceEntry (%u)!", rowType, iSourceTypeOrReferenceId, cond->mSourceEntry);
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}else if (!isConditionTypeValid(cond))//doesn't have reference, validate ConditionType
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continue;
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{
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delete cond;
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continue;
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}
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if (iSourceTypeOrReferenceId < 0)//it is a reference template
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{
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@@ -390,15 +394,19 @@ void ConditionMgr::LoadConditions(bool isReload)
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}//end of reference templates
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cond->mSourceType = ConditionSourceType(iSourceTypeOrReferenceId);
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//if not a reference and SourceType is invalid, skip
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if (iConditionTypeOrReference >= 0 && !isSourceTypeValid(cond))
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{
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delete cond;
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continue;
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}
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//Grouping is only allowed for some types (loot templates, gossip menus, gossip items)
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if (cond->mSourceGroup && !isGroupable(cond->mSourceType))
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{
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sLog.outErrorDb("Condition type %u has not allowed grouping %u!", uint32(cond->mSourceType), cond->mSourceGroup);
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delete cond;
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continue;
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}else if (cond->mSourceGroup)
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{
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@@ -450,9 +458,15 @@ void ConditionMgr::LoadConditions(bool isReload)
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break;
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}
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if (!bIsDone)
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{
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sLog.outErrorDb("Not handled grouped condition, SourceGroup %u", cond->mSourceGroup);
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delete cond;
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}
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else
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{
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m_AllocatedMemory.push_back(cond);
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++count;
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}
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continue;
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}
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@@ -509,7 +523,7 @@ bool ConditionMgr::addToGossipMenus(Condition* cond)
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return true;
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}
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}
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}
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}
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sLog.outErrorDb("addToGossipMenus: GossipMenu %u not found", cond->mSourceGroup);
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return false;
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}
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@@ -591,7 +605,7 @@ bool ConditionMgr::isSourceTypeValid(Condition* cond)
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break;
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}
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case CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE:
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{
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{
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if (!LootTemplates_Gameobject.HaveLootFor(cond->mSourceGroup))
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{
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sLog.outErrorDb("SourceGroup %u in `condition` table, does not exist in `gameobject_loot_template`, ignoring.", cond->mSourceGroup);
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@@ -607,7 +621,7 @@ bool ConditionMgr::isSourceTypeValid(Condition* cond)
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break;
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}
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case CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE:
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{
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{
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if (!LootTemplates_Item.HaveLootFor(cond->mSourceGroup))
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{
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sLog.outErrorDb("SourceGroup %u in `condition` table, does not exist in `item_loot_template`, ignoring.", cond->mSourceGroup);
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@@ -1043,10 +1057,10 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond)
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{
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sLog.outErrorDb("SpellTarget condition has non existing spell target type (%u), skipped", cond->mConditionValue1);
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return false;
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}
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}
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switch(cond->mConditionValue1)
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{
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case SPELL_TARGET_TYPE_GAMEOBJECT:
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case SPELL_TARGET_TYPE_GAMEOBJECT:
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{
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if (cond->mConditionValue2 && !sGOStorage.LookupEntry<GameObjectInfo>(cond->mConditionValue2))
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{
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@@ -1143,3 +1157,31 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond)
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}
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return true;
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}
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void ConditionMgr::Clean()
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{
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for (ConditionReferenceMap::iterator itr = m_ConditionReferenceMap.begin(); itr != m_ConditionReferenceMap.end(); ++itr)
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{
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for (ConditionList::const_iterator it = itr->second.begin(); it != itr->second.end(); ++it)
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delete *it;
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itr->second.clear();
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}
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m_ConditionReferenceMap.clear();
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for (ConditionMap::iterator itr = m_ConditionMap.begin(); itr != m_ConditionMap.end(); ++itr)
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{
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for (ConditionTypeMap::iterator it = itr->second.begin(); it != itr->second.end(); ++it)
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{
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for (ConditionList::const_iterator i = it->second.begin(); i != it->second.end(); ++i)
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delete *i;
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it->second.clear();
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}
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itr->second.clear();
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}
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m_ConditionMap.clear();
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// this is a BIG hack, feel free to fix it if you can figure out the ConditionMgr ;)
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for (std::list<Condition*>::const_iterator itr = m_AllocatedMemory.begin(); itr != m_AllocatedMemory.end(); ++itr)
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delete *itr;
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m_AllocatedMemory.clear();
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}
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@@ -47,7 +47,7 @@ enum ConditionType
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CONDITION_CLASS = 15, // class 0 +referenceID true if player's class is equal to class
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CONDITION_RACE = 16, // race 0 +referenceID true if player's race is equal to race
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CONDITION_ACHIEVEMENT = 17, // achievement_id 0 +referenceID true if achievement is complete
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CONDITION_SPELL_SCRIPT_TARGET = 18, // SpellScriptTargetType, TargetEntry, 0
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CONDITION_SPELL_SCRIPT_TARGET = 18, // SpellScriptTargetType, TargetEntry, 0
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CONDITION_CREATURE_TARGET = 19, // creature entry 0 +referenceID true if current target is creature with value1 entry
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CONDITION_TARGET_HEALTH_BELOW_PCT = 20, // 0-100 0 +referenceID true if target's health is below value1 percent, false if over or no target
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CONDITION_TARGET_RANGE = 21, // minDistance maxDist +referenceID true if target is closer then minDist and further then maxDist or if max is 0 then max dist is infinit
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@@ -84,7 +84,7 @@ enum ConditionSourceType
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#define MAX_CONDITIONSOURCETYPE 19
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struct Condition
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{
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{
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ConditionSourceType mSourceType; //SourceTypeOrReferenceId
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uint32 mSourceGroup;
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uint32 mSourceEntry;
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@@ -128,7 +128,7 @@ class ConditionMgr
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void LoadConditions(bool isReload = false);
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bool isConditionTypeValid(Condition* cond);
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ConditionList GetConditionReferences(uint32 refId);
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bool IsPlayerMeetToConditions(Player* player, ConditionList conditions, Unit* targetOverride = NULL);
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ConditionList GetConditionsForNotGroupedEntry(ConditionSourceType sType, uint32 uEntry);
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@@ -160,6 +160,9 @@ class ConditionMgr
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sourceType == CONDITION_SOURCE_TYPE_GOSSIP_MENU ||
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sourceType == CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION);
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}
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void Clean(); // free up resources
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std::list<Condition*> m_AllocatedMemory; // some garbage collection :)
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};
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#define sConditionMgr Trinity::Singleton<ConditionMgr>::Instance()
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