* merge
--HG-- branch : trunk
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@@ -95,6 +95,9 @@ bool AchievementCriteriaData::IsValid(AchievementCriteriaEntry const* criteria)
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case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2:
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case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
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case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
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case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:
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case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT:
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case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT:
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break;
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default:
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sLog.outErrorDb( "Table `achievement_criteria_data` have data for not supported criteria type (Entry: %u Type: %u), ignore.", criteria->ID, criteria->requiredType);
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+2
-2
@@ -551,7 +551,7 @@ class TRINITY_DLL_SPEC Creature : public Unit, public GridObject<Creature>
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void SetLootMode(uint16 lootMode) { m_LootMode = lootMode; }
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void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
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void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
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void ResetLootMode() { m_LootMode = DEFAULT_LOOT_MODE; }
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void ResetLootMode() { m_LootMode = LOOT_MODE_DEFAULT; }
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SpellEntry const *reachWithSpellAttack(Unit *pVictim);
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SpellEntry const *reachWithSpellCure(Unit *pVictim);
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@@ -709,7 +709,7 @@ class TRINITY_DLL_SPEC Creature : public Unit, public GridObject<Creature>
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CreatureInfo const* m_creatureInfo; // in difficulty mode > 0 can different from ObjMgr::GetCreatureTemplate(GetEntry())
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CreatureData const* m_creatureData;
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uint16 m_LootMode; // bitmask, default DEFAULT_LOOT_MODE, determines what loot will be lootable
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uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
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private:
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//WaypointMovementGenerator vars
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@@ -687,7 +687,7 @@ class TRINITY_DLL_SPEC GameObject : public WorldObject, public GridObject<GameOb
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void SetLootMode(uint16 lootMode) { m_LootMode = lootMode; }
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void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
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void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
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void ResetLootMode() { m_LootMode = DEFAULT_LOOT_MODE; }
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void ResetLootMode() { m_LootMode = LOOT_MODE_DEFAULT; }
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void AddToSkillupList(uint32 PlayerGuidLow) { m_SkillupList.push_back(PlayerGuidLow); }
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bool IsInSkillupList(uint32 PlayerGuidLow) const
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@@ -754,7 +754,7 @@ class TRINITY_DLL_SPEC GameObject : public WorldObject, public GridObject<GameOb
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uint64 m_rotation;
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uint16 m_LootMode; // bitmask, default DEFAULT_LOOT_MODE, determines what loot will be lootable
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uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
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private:
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void SwitchDoorOrButton(bool activate, bool alternative = false);
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};
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@@ -386,7 +386,7 @@ void Loot::AddItem(LootStoreItem const & item)
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}
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// Calls processor of corresponding LootTemplate (which handles everything including references)
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bool Loot::FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner, bool personal, bool noEmptyError, uint16 lootMode /*= DEFAULT_LOOT_MODE*/)
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bool Loot::FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner, bool personal, bool noEmptyError, uint16 lootMode /*= LOOT_MODE_DEFAULT*/)
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{
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// Must be provided
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if (!loot_owner)
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+1
-1
@@ -289,7 +289,7 @@ struct Loot
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void RemoveLooter(uint64 GUID) { PlayersLooting.erase(GUID); }
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void generateMoneyLoot(uint32 minAmount, uint32 maxAmount);
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bool FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner, bool personal, bool noEmptyError = false, uint16 lootMode = DEFAULT_LOOT_MODE);
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bool FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner, bool personal, bool noEmptyError = false, uint16 lootMode = LOOT_MODE_DEFAULT);
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// Inserts the item into the loot (called by LootTemplate processors)
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void AddItem(LootStoreItem const & item);
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@@ -340,7 +340,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
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//Make sure that we are still on the right waypoint
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if (CurrentWP->id != uiPointId)
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{
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error_log("TSCR ERROR: EscortAI reached waypoint out of order %u, expected %u", uiPointId, CurrentWP->id);
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error_log("TSCR ERROR: EscortAI reached waypoint out of order %u, expected %u, creature entry %u", uiPointId, CurrentWP->id, m_creature->GetEntry());
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return;
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}
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@@ -24,8 +24,15 @@
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#include "Platform/Define.h"
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#include <cassert>
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// default loot mode for creatures and gameobjects
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#define DEFAULT_LOOT_MODE 1
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// loot modes for creatures and gameobjects, bitmask!
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enum LootModes
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{
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LOOT_MODE_DEFAULT = 1,
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LOOT_MODE_HARD_MODE_1 = 2,
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LOOT_MODE_HARD_MODE_2 = 4,
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LOOT_MODE_HARD_MODE_3 = 8,
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LOOT_MODE_HARD_MODE_4 = 16
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};
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enum Gender
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{
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