* Core/Misc: Improvement item durability repair logic
* Move item repair cost calculation logic from Player::DurabilityRepair to Item::CalculateDurabilityRepairCost * Make item repair cost calculation more congruent with client logic (std::round) * Do not repair items if player does not have enough money to pay for the repair of all items at once * Withdrawing money from guild bank only once to avoid spam in the guild bank log and reduce number of transactions in the database
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@@ -3073,6 +3073,15 @@ bool Guild::ChangeMemberRank(CharacterDatabaseTransaction& trans, ObjectGuid gui
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return false;
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}
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uint64 Guild::GetMemberAvailableMoneyForRepairItems(ObjectGuid guid) const
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{
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Member const* member = GetMember(guid);
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if (!member)
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return 0;
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return std::min(m_bankMoney, static_cast<uint64>(_GetMemberRemainingMoney(member)));
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}
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bool Guild::IsMember(ObjectGuid guid) const
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{
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Members::const_iterator itr = m_members.find(guid.GetCounter());
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