Implemented new achievement criteria data:
* ACHIEVEMENT_CRITERIA_DATA_TYPE_S_EQUIPED_ITEM_LVL (item level and item quality). Implemented achievement criteria: * ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM * ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM Update ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM implementation. Requires DB update to use new criteria data. Thanks VladimirMangos. --HG-- branch : trunk
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@@ -11121,6 +11121,7 @@ Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool updat
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if( pItem )
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{
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ItemAddedQuestCheck( item, count );
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, count);
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if(randomPropertyId)
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pItem->SetItemRandomProperties(randomPropertyId);
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pItem = StoreItem( dest, pItem, update );
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@@ -11263,6 +11264,7 @@ Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
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if (Item *pItem = Item::CreateItem( item, 1, this ))
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{
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ItemAddedQuestCheck( item, 1 );
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, 1);
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return EquipItem( pos, pItem, update );
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}
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@@ -11545,6 +11547,7 @@ void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool
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{
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// update quest counters
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ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());
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// store item
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Item* pLastItem = StoreItem(dest, pItem, update);
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