* Rename: BattleGround -> Battleground.
--HG-- branch : trunk
This commit is contained in:
@@ -37,7 +37,7 @@
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#include "Util.h" // for Tokens typedef
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#include "AchievementMgr.h"
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#include "ReputationMgr.h"
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#include "BattleGround.h"
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#include "Battleground.h"
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#include "DBCEnums.h"
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#include "LFG.h"
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@@ -899,7 +899,7 @@ std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi);
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class Player;
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/// Holder for BattleGround data
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/// Holder for Battleground data
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struct BGData
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{
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BGData() : bgInstanceID(0), bgTypeID(BATTLEGROUND_TYPE_NONE), bgAfkReportedCount(0), bgAfkReportedTimer(0),
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@@ -907,7 +907,7 @@ struct BGData
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uint32 bgInstanceID; ///< This variable is set to bg->m_InstanceID,
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/// when player is teleported to BG - (it is battleground's GUID)
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BattleGroundTypeId bgTypeID;
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BattlegroundTypeId bgTypeID;
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std::set<uint32> bgAfkReporter;
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uint8 bgAfkReportedCount;
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@@ -2016,92 +2016,92 @@ class Player : public Unit, public GridObject<Player>
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/*** BATTLEGROUND SYSTEM ***/
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/*********************************************************/
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bool InBattleGround() const { return m_bgData.bgInstanceID != 0; }
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bool InBattleground() const { return m_bgData.bgInstanceID != 0; }
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bool InArena() const;
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uint32 GetBattleGroundId() const { return m_bgData.bgInstanceID; }
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BattleGroundTypeId GetBattleGroundTypeId() const { return m_bgData.bgTypeID; }
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BattleGround* GetBattleGround() const;
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uint32 GetBattlegroundId() const { return m_bgData.bgInstanceID; }
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BattlegroundTypeId GetBattlegroundTypeId() const { return m_bgData.bgTypeID; }
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Battleground* GetBattleground() const;
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bool InBattleGroundQueue() const
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bool InBattlegroundQueue() const
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{
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for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
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if (m_bgBattleGroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_NONE)
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if (m_bgBattlegroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_NONE)
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return true;
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return false;
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}
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BattleGroundQueueTypeId GetBattleGroundQueueTypeId(uint32 index) const { return m_bgBattleGroundQueueID[index].bgQueueTypeId; }
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uint32 GetBattleGroundQueueIndex(BattleGroundQueueTypeId bgQueueTypeId) const
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BattlegroundQueueTypeId GetBattlegroundQueueTypeId(uint32 index) const { return m_bgBattlegroundQueueID[index].bgQueueTypeId; }
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uint32 GetBattlegroundQueueIndex(BattlegroundQueueTypeId bgQueueTypeId) const
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{
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for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
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if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
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if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
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return i;
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return PLAYER_MAX_BATTLEGROUND_QUEUES;
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}
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bool IsInvitedForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId) const
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bool IsInvitedForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const
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{
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for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
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if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
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return m_bgBattleGroundQueueID[i].invitedToInstance != 0;
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if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
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return m_bgBattlegroundQueueID[i].invitedToInstance != 0;
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return false;
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}
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bool InBattleGroundQueueForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId) const
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bool InBattlegroundQueueForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const
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{
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return GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES;
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return GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES;
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}
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void SetBattleGroundId(uint32 val, BattleGroundTypeId bgTypeId)
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void SetBattlegroundId(uint32 val, BattlegroundTypeId bgTypeId)
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{
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m_bgData.bgInstanceID = val;
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m_bgData.bgTypeID = bgTypeId;
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}
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uint32 AddBattleGroundQueueId(BattleGroundQueueTypeId val)
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uint32 AddBattlegroundQueueId(BattlegroundQueueTypeId val)
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{
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for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
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{
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if (m_bgBattleGroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE || m_bgBattleGroundQueueID[i].bgQueueTypeId == val)
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if (m_bgBattlegroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE || m_bgBattlegroundQueueID[i].bgQueueTypeId == val)
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{
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m_bgBattleGroundQueueID[i].bgQueueTypeId = val;
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m_bgBattleGroundQueueID[i].invitedToInstance = 0;
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m_bgBattlegroundQueueID[i].bgQueueTypeId = val;
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m_bgBattlegroundQueueID[i].invitedToInstance = 0;
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return i;
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}
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}
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return PLAYER_MAX_BATTLEGROUND_QUEUES;
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}
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bool HasFreeBattleGroundQueueId()
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bool HasFreeBattlegroundQueueId()
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{
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for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
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if (m_bgBattleGroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE)
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if (m_bgBattlegroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE)
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return true;
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return false;
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}
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void RemoveBattleGroundQueueId(BattleGroundQueueTypeId val)
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void RemoveBattlegroundQueueId(BattlegroundQueueTypeId val)
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{
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for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
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{
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if (m_bgBattleGroundQueueID[i].bgQueueTypeId == val)
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if (m_bgBattlegroundQueueID[i].bgQueueTypeId == val)
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{
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m_bgBattleGroundQueueID[i].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
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m_bgBattleGroundQueueID[i].invitedToInstance = 0;
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m_bgBattlegroundQueueID[i].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
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m_bgBattlegroundQueueID[i].invitedToInstance = 0;
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return;
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}
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}
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}
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void SetInviteForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId, uint32 instanceId)
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void SetInviteForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId, uint32 instanceId)
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{
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for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
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if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
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m_bgBattleGroundQueueID[i].invitedToInstance = instanceId;
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if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
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m_bgBattlegroundQueueID[i].invitedToInstance = instanceId;
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}
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bool IsInvitedForBattleGroundInstance(uint32 instanceId) const
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bool IsInvitedForBattlegroundInstance(uint32 instanceId) const
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{
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for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
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if (m_bgBattleGroundQueueID[i].invitedToInstance == instanceId)
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if (m_bgBattlegroundQueueID[i].invitedToInstance == instanceId)
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return true;
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return false;
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}
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WorldLocation const& GetBattleGroundEntryPoint() const { return m_bgData.joinPos; }
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void SetBattleGroundEntryPoint();
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WorldLocation const& GetBattlegroundEntryPoint() const { return m_bgData.joinPos; }
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void SetBattlegroundEntryPoint();
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void SetBGTeam(uint32 team) { m_bgData.bgTeam = team; }
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uint32 GetBGTeam() const { return m_bgData.bgTeam ? m_bgData.bgTeam : GetTeam(); }
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@@ -2112,9 +2112,9 @@ class Player : public Unit, public GridObject<Player>
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void ReportedAfkBy(Player* reporter);
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void ClearAfkReports() { m_bgData.bgAfkReporter.clear(); }
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bool GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const;
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bool GetBGAccessByLevel(BattlegroundTypeId bgTypeId) const;
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bool isTotalImmunity();
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bool CanUseBattleGroundObject();
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bool CanUseBattlegroundObject();
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bool isTotalImmune();
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bool CanCaptureTowerPoint();
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@@ -2290,9 +2290,9 @@ class Player : public Unit, public GridObject<Player>
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void SetAuraUpdateMaskForRaid(uint8 slot) { m_auraRaidUpdateMask |= (uint64(1) << slot); }
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Player* GetNextRandomRaidMember(float radius);
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PartyResult CanUninviteFromGroup() const;
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// BattleGround Group System
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void SetBattleGroundRaid(Group *group, int8 subgroup = -1);
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void RemoveFromBattleGroundRaid();
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// Battleground Group System
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void SetBattlegroundRaid(Group *group, int8 subgroup = -1);
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void RemoveFromBattlegroundRaid();
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Group * GetOriginalGroup() { return m_originalGroup.getTarget(); }
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GroupReference& GetOriginalGroupRef() { return m_originalGroup; }
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uint8 GetOriginalSubGroup() const { return m_originalGroup.getSubGroup(); }
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@@ -2361,13 +2361,13 @@ class Player : public Unit, public GridObject<Player>
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/*
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this is an array of BG queues (BgTypeIDs) in which is player
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*/
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struct BgBattleGroundQueueID_Rec
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struct BgBattlegroundQueueID_Rec
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{
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BattleGroundQueueTypeId bgQueueTypeId;
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BattlegroundQueueTypeId bgQueueTypeId;
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uint32 invitedToInstance;
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};
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BgBattleGroundQueueID_Rec m_bgBattleGroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES];
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BgBattlegroundQueueID_Rec m_bgBattlegroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES];
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BGData m_bgData;
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bool m_IsBGRandomWinner;
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