Core/Conditions: Add new CONDITION_CHARMED (44). Does what it says on the tin.
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@@ -104,7 +104,8 @@ ConditionMgr::ConditionTypeInfo const ConditionMgr::StaticConditionTypeData[COND
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{ "In Water", false, false, false },
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{ "Terrain Swap", true, false, false },
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{ "Sit/stand state", true, true, false },
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{ "Daily Quest Completed",true, false, false }
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{ "Daily Quest Completed",true, false, false },
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{ "Charmed", false, false, false }
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};
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// Checks if object meets the condition
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@@ -460,6 +461,12 @@ bool Condition::Meets(ConditionSourceInfo& sourceInfo) const
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condMeets = player->IsDailyQuestDone(ConditionValue1);
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break;
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}
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case CONDITION_CHARMED:
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{
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if (Unit* unit = object->ToUnit())
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condMeets = unit->IsCharmed();
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break;
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}
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default:
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condMeets = false;
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break;
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@@ -644,6 +651,9 @@ uint32 Condition::GetSearcherTypeMaskForCondition() const
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case CONDITION_DAILY_QUEST_DONE:
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mask |= GRID_MAP_TYPE_MASK_PLAYER;
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break;
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case CONDITION_CHARMED:
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mask |= GRID_MAP_TYPE_MASK_CREATURE | GRID_MAP_TYPE_MASK_PLAYER;
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break;
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default:
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ASSERT(false && "Condition::GetSearcherTypeMaskForCondition - missing condition handling!");
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break;
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@@ -2222,8 +2232,6 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond) const
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}
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break;
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}
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case CONDITION_IN_WATER:
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break;
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case CONDITION_STAND_STATE:
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{
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bool valid = false;
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@@ -2246,6 +2254,8 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond) const
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}
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break;
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}
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case CONDITION_IN_WATER:
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case CONDITION_CHARMED:
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default:
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break;
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}
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@@ -74,7 +74,8 @@ enum ConditionTypes
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CONDITION_TERRAIN_SWAP = 41, // terrainSwap 0 0 true if object is in terrainswap
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CONDITION_STAND_STATE = 42, // stateType state 0 true if unit matches specified sitstate (0,x: has exactly state x; 1,0: any standing state; 1,1: any sitting state;)
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CONDITION_DAILY_QUEST_DONE = 43, // quest id 0 0 true if daily quest has been completed for the day
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CONDITION_MAX = 44 // MAX
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CONDITION_CHARMED = 44, // 0 0 0 true if unit is currently charmed
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CONDITION_MAX = 45 // MAX
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};
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/*! Documentation on implementing a new ConditionSourceType:
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