Add support for vehicle scaling based on item level.
Requires database data. Fixes issue #2754 --HG-- branch : trunk
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@@ -13577,22 +13577,6 @@ void Player::PrepareGossipMenu(WorldObject *pSource, uint32 menuId, bool showQue
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pMenu->GetGossipMenu().AddGossipMenuItemData(itr->second.action_menu_id, itr->second.action_poi_id, itr->second.action_script_id);
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}
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}
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// some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-)
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/*if (pMenu->Empty())
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{
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if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER))
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{
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// output error message if need
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pCreature->isCanTrainingOf(this, true);
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}
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if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER))
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{
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// output error message if need
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pCreature->isCanInteractWithBattleMaster(this, true);
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}
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}*/
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}
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void Player::SendPreparedGossip(WorldObject *pSource)
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@@ -24137,7 +24121,7 @@ void Player::_LoadRandomBGStatus(QueryResult_AutoPtr result)
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float Player::GetAverageItemLevel()
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{
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uint32 sum = 0;
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float sum = 0;
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uint32 count = 0;
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for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
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@@ -24147,7 +24131,7 @@ float Player::GetAverageItemLevel()
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continue;
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if (m_items[i] && m_items[i]->GetProto())
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sum += m_items[i]->GetProto()->ItemLevel;
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sum += m_items[i]->GetProto()->GetItemLevelIncludingQuality();
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count++;
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}
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@@ -238,7 +238,7 @@ typedef std::list<PlayerCreateInfoAction> PlayerCreateInfoActions;
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struct PlayerInfo
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{
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// existence checked by displayId != 0 // existence checked by displayId != 0
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// existence checked by displayId != 0
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PlayerInfo() : displayId_m(0),displayId_f(0),levelInfo(NULL)
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{
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}
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@@ -44,7 +44,7 @@ enum SocialFlag
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SOCIAL_FLAG_FRIEND = 0x01,
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SOCIAL_FLAG_IGNORED = 0x02,
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SOCIAL_FLAG_MUTED = 0x04, // guessed
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SOCIAL_FLAG_RAF = 0x08 // Recruit A Friend
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SOCIAL_FLAG_UNK = 0x08 // Unknown - does not appear to be RaF
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};
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struct FriendInfo
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