*Update OutdoorPvP functions. No longer need creature triggers for capture points.
--HG-- branch : trunk
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@@ -76,18 +76,16 @@ enum TFTowerStates {
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TF_TOWERSTATE_A = 4
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};
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class OutdoorPvPObjectiveTF : public OutdoorPvPObjective
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class OPvPCapturePointTF : public OPvPCapturePoint
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{
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public:
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OutdoorPvPObjectiveTF(OutdoorPvP * pvp, OutdoorPvPTF_TowerType type);
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OPvPCapturePointTF(OutdoorPvP * pvp, OutdoorPvPTF_TowerType type);
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bool Update(uint32 diff);
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void FillInitialWorldStates(WorldPacket & data);
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// used when player is activated/inactivated in the area
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bool HandlePlayerEnter(Player * plr);
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void HandlePlayerLeave(Player * plr);
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void UpdateTowerState();
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protected:
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virtual bool HandleCapturePointEvent(Player * plr, uint32 eventId);
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protected:
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OutdoorPvPTF_TowerType m_TowerType;
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uint32 m_TowerState;
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@@ -95,7 +93,7 @@ protected:
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class OutdoorPvPTF : public OutdoorPvP
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{
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friend class OutdoorPvPObjectiveTF;
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friend class OPvPCapturePointTF;
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public:
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OutdoorPvPTF();
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bool SetupOutdoorPvP();
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