Warsong Gulch: In tie case last captured flag decides instead of first
Patch by manisamja Closes issue #2925 --HG-- branch : trunk
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@@ -191,7 +191,7 @@ class BattleGroundWS : public BattleGround
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virtual WorldSafeLocsEntry const* GetClosestGraveYard(Player* player);
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void UpdateFlagState(uint32 team, uint32 value);
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void SetFirstFlagCapture(uint32 team) { m_FirstFlagCaptureTeam = team; }
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void SetLastFlagCapture(uint32 team) { m_LastFlagCaptureTeam = team; }
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void UpdateTeamScore(uint32 team);
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void UpdatePlayerScore(Player *Source, uint32 type, uint32 value, bool doAddHonor = true);
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void SetDroppedFlagGUID(uint64 guid, uint32 TeamID) { m_DroppedFlagGUID[GetTeamIndexByTeamId(TeamID)] = guid;}
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@@ -209,7 +209,7 @@ class BattleGroundWS : public BattleGround
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uint8 m_FlagState[2]; // for checking flag state
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int32 m_FlagsTimer[2];
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int32 m_FlagsDropTimer[2];
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uint32 m_FirstFlagCaptureTeam; // Winner is based on this if score is equal
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uint32 m_LastFlagCaptureTeam; // Winner is based on this if score is equal
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uint32 m_ReputationCapture;
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uint32 m_HonorWinKills;
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