Core/Conditions: Prevent unneccessary copying condition list on every check
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@@ -252,7 +252,7 @@ ConditionList ConditionMgr::GetConditionReferences(uint32 refId)
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return conditions;
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}
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bool ConditionMgr::IsPlayerMeetToConditionList(Player* player, const ConditionList& conditions, Unit* invoker)
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bool ConditionMgr::IsPlayerMeetToConditionList(Player* player, ConditionList const& conditions, Unit* invoker /*= NULL*/)
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{
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std::map<uint32, bool> ElseGroupMap;
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for (ConditionList::const_iterator i = conditions.begin(); i != conditions.end(); ++i)
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@@ -295,7 +295,7 @@ bool ConditionMgr::IsPlayerMeetToConditionList(Player* player, const ConditionLi
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return false;
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}
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bool ConditionMgr::IsPlayerMeetToConditions(Player* player, ConditionList conditions, Unit* invoker)
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bool ConditionMgr::IsPlayerMeetToConditions(Player* player, ConditionList const& conditions, Unit* invoker /*= NULL*/)
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{
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if (conditions.empty())
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return true;
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@@ -150,7 +150,7 @@ class ConditionMgr
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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* invoker = NULL);
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bool IsPlayerMeetToConditions(Player* player, ConditionList const& conditions, Unit* invoker = NULL);
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ConditionList GetConditionsForNotGroupedEntry(ConditionSourceType sType, uint32 uEntry);
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ConditionList GetConditionsForVehicleSpell(uint32 creatureID, uint32 spellID);
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@@ -166,7 +166,7 @@ class ConditionMgr
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bool addToLootTemplate(Condition* cond, LootTemplate* loot);
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bool addToGossipMenus(Condition* cond);
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bool addToGossipMenuItems(Condition* cond);
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bool IsPlayerMeetToConditionList(Player* player, const ConditionList& conditions, Unit* invoker = NULL);
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bool IsPlayerMeetToConditionList(Player* player, ConditionList const& conditions, Unit* invoker = NULL);
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bool isGroupable(ConditionSourceType sourceType) const
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{
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