Remade access_requirement table, now each difficulty mode for each instance has its own entry (for future Dungeon Finder development)
Added completed achievement as new requirement type Removed obsolete access_id from areatrigger_teleport table Implemented automatic downscaling of raid difficulty when requested mode does not exist Changed dungeon_difficulty in characters table to instance_mode_mask saving both dungeon and raid difficulty in form (dungeon diff | raid diff << 4) --HG-- branch : trunk
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@@ -1769,9 +1769,7 @@ InstanceGroupBind* Group::GetBoundInstance(Map* aMap)
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Difficulty difficulty = GetDifficulty(aMap->IsRaid());
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// some instances only have one difficulty
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MapDifficulty const* mapDiff = GetMapDifficultyData(aMap->GetId(),difficulty);
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if (!mapDiff)
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return NULL;
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MapDifficulty const* mapDiff = GetDownscaledMapDifficultyData(aMap->GetId(),difficulty);
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BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(aMap->GetId());
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if (itr != m_boundInstances[difficulty].end())
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@@ -1788,9 +1786,7 @@ InstanceGroupBind* Group::GetBoundInstance(MapEntry const* mapEntry)
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Difficulty difficulty = GetDifficulty(mapEntry->IsRaid());
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// some instances only have one difficulty
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MapDifficulty const* mapDiff = GetMapDifficultyData(mapEntry->MapID,difficulty);
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if (!mapDiff)
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difficulty = DUNGEON_DIFFICULTY_NORMAL;
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MapDifficulty const* mapDiff = GetDownscaledMapDifficultyData(mapEntry->MapID,difficulty);
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BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapEntry->MapID);
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if (itr != m_boundInstances[difficulty].end())
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