Core/Entities: Phase Rework (main commit)
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@@ -21,6 +21,7 @@
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#include "LFG.h"
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#include "Player.h"
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#include "ObjectMgr.h"
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#include "PhasingHandler.h"
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#include "GroupMgr.h"
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#include "ScriptMgr.h"
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@@ -331,7 +332,6 @@ public:
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{
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// Get ALL the variables!
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Player* playerTarget;
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uint32 phase = 0;
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ObjectGuid guidTarget;
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std::string nameTarget;
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std::string zoneName;
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@@ -412,11 +412,12 @@ public:
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// Check if iterator is online. If is...
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Player* p = ObjectAccessor::FindPlayer((*itr).guid);
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std::string phases;
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if (p)
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{
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// ... than, it prints information like "is online", where he is, etc...
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onlineState = "online";
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phase = (!p->IsGameMaster() ? p->GetPhaseMask() : -1);
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phases = PhasingHandler::FormatPhases(p->GetPhaseShift());
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LocaleConstant localeConstant = handler->GetSessionDbcLocale();
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AreaTableEntry const* area = sAreaTableStore.LookupEntry(p->GetAreaId());
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@@ -432,12 +433,11 @@ public:
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// ... else, everything is set to offline or neutral values.
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zoneName = "<ERROR>";
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onlineState = "Offline";
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phase = 0;
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}
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// Now we can print those informations for every single member of each group!
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handler->PSendSysMessage(LANG_GROUP_PLAYER_NAME_GUID, slot.name.c_str(), onlineState,
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zoneName.c_str(), phase, slot.guid.GetCounter(), flags.c_str(),
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zoneName.c_str(), phases.c_str(), slot.guid.GetCounter(), flags.c_str(),
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lfg::GetRolesString(slot.roles).c_str());
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}
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