Correct SMSG_INSTANCE_DIFFICULTY structure (fixes raid difficulty display).
Move GetDifficulty() in under Map-scope, so it's reachable for map-based functions --HG-- branch : trunk
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@@ -2740,7 +2740,7 @@ void InstanceMap::SetResetSchedule(bool on)
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}
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}
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MapDifficulty const* InstanceMap::GetMapDifficulty() const
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MapDifficulty const* Map::GetMapDifficulty() const
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{
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return GetMapDifficultyData(GetId(),GetDifficulty());
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}
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+5
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@@ -357,6 +357,11 @@ class Map : public GridRefManager<NGridType>, public Trinity::ObjectLevelLockabl
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virtual bool CanEnter(Player* /*player*/) { return true; }
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const char* GetMapName() const;
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// have meaning only for instanced map (that have set real difficulty)
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Difficulty GetDifficulty() const { return Difficulty(GetSpawnMode()); }
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bool IsRegularDifficulty() const { return GetDifficulty() == REGULAR_DIFFICULTY; }
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MapDifficulty const* GetMapDifficulty() const;
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bool Instanceable() const { return i_mapEntry && i_mapEntry->Instanceable(); }
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// NOTE: this duplicate of Instanceable(), but Instanceable() can be changed when BG also will be instanceable
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bool IsDungeon() const { return i_mapEntry && i_mapEntry->IsDungeon(); }
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@@ -581,12 +586,8 @@ class InstanceMap : public Map
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void SendResetWarnings(uint32 timeLeft) const;
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void SetResetSchedule(bool on);
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// have meaning only for instanced map (that have set real difficulty)
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Difficulty GetDifficulty() const { return Difficulty(GetSpawnMode()); }
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bool IsRegularDifficulty() const { return GetDifficulty() == REGULAR_DIFFICULTY; }
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uint32 GetMaxPlayers() const;
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uint32 GetMaxResetDelay() const;
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MapDifficulty const* GetMapDifficulty() const;
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virtual void InitVisibilityDistance();
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private:
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@@ -20713,6 +20713,10 @@ void Player::SendInitialPacketsBeforeAddToMap()
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SendTalentsInfoData(false);
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// SMSG_INSTANCE_DIFFICULTY
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data.Initialize(SMSG_INSTANCE_DIFFICULTY, 4+4);
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data << uint32(GetMap()->GetDifficulty());
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data << uint32(0);
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GetSession()->SendPacket(&data);
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SendInitialSpells();
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