[7472] Fixed messages in Eye of Storm Battleground. Author: Triply
--HG-- branch : trunk
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@@ -614,9 +614,9 @@ void BattleGroundEY::EventPlayerDroppedFlag(Player *Source)
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UpdateWorldState(NETHERSTORM_FLAG_STATE_ALLIANCE, BG_EY_FLAG_STATE_WAIT_RESPAWN);
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if(Source->GetTeam() == ALLIANCE)
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SendMessageToAll(LANG_BG_EY_DROPPED_FLAG,CHAT_MSG_BG_SYSTEM_ALLIANCE, Source);
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SendMessageToAll(LANG_BG_EY_DROPPED_FLAG, CHAT_MSG_BG_SYSTEM_ALLIANCE, NULL);
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else
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SendMessageToAll(LANG_BG_EY_DROPPED_FLAG,CHAT_MSG_BG_SYSTEM_HORDE, Source);
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SendMessageToAll(LANG_BG_EY_DROPPED_FLAG, CHAT_MSG_BG_SYSTEM_HORDE, NULL);
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}
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void BattleGroundEY::EventPlayerClickedOnFlag(Player *Source, GameObject* target_obj)
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@@ -646,9 +646,9 @@ void BattleGroundEY::EventPlayerClickedOnFlag(Player *Source, GameObject* target
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Source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
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if(Source->GetTeam() == ALLIANCE)
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SendMessageToAll(LANG_BG_EY_HAS_TAKEN_FLAG,CHAT_MSG_BG_SYSTEM_ALLIANCE, Source);
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PSendMessageToAll(LANG_BG_EY_HAS_TAKEN_FLAG, CHAT_MSG_BG_SYSTEM_ALLIANCE, NULL, Source->GetName());
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else
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SendMessageToAll(LANG_BG_EY_HAS_TAKEN_FLAG,CHAT_MSG_BG_SYSTEM_HORDE, Source);
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PSendMessageToAll(LANG_BG_EY_HAS_TAKEN_FLAG, CHAT_MSG_BG_SYSTEM_HORDE, NULL, Source->GetName());
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}
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void BattleGroundEY::EventTeamLostPoint(Player *Source, uint32 Point)
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+3
-3
@@ -688,9 +688,9 @@ enum TrinityStrings
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LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING = 750, // "Not enough players. This game will close in %u mins."
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LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING_SECS = 751, // "Not enough players. This game will close in %u seconds."
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// = 752, not used
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// LANG_BG_WS_START_TWO_MINUTES = 753,
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// LANG_BG_AB_START_TWO_MINUTES = 754,
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// LANG_BG_EY_START_TWO_MINUTES = 755,
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// LANG_BG_WS_START_TWO_MINUTES = 753, - defined above
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// LANG_BG_AB_START_TWO_MINUTES = 754, - defined above
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// LANG_BG_EY_START_TWO_MINUTES = 755, - defined above
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// Room for batleground/arena strings 756-799 not used
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// Room for BG/ARENA 750-769 not used
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@@ -20228,6 +20228,7 @@ bool Player::CanUseBattleGroundObject()
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{
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return ( //InBattleGround() && // in battleground - not need, check in other cases
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//!IsMounted() && - not correct, player is dismounted when he clicks on flag
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//i'm not sure if these two are correct, because invisible players should get visible when they click on flag
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!HasStealthAura() && // not stealthed
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!HasInvisibilityAura() && // not invisible
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!HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
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