Core: More Function Renaming.
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@@ -319,7 +319,7 @@ public:
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if (map->IsBattlegroundOrArena())
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{
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// only allow if gm mode is on
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if (!_player->isGameMaster())
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if (!_player->IsGameMaster())
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{
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handler->PSendSysMessage(LANG_CANNOT_GO_TO_BG_GM, chrNameLink.c_str());
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handler->SetSentErrorMessage(true);
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@@ -354,7 +354,7 @@ public:
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else
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{
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// we are not in group, let's verify our GM mode
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if (!_player->isGameMaster())
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if (!_player->IsGameMaster())
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{
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handler->PSendSysMessage(LANG_CANNOT_GO_TO_INST_GM, chrNameLink.c_str());
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handler->SetSentErrorMessage(true);
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@@ -468,7 +468,7 @@ public:
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if (map->IsBattlegroundOrArena())
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{
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// only allow if gm mode is on
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if (!_player->isGameMaster())
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if (!_player->IsGameMaster())
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{
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handler->PSendSysMessage(LANG_CANNOT_GO_TO_BG_GM, nameLink.c_str());
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handler->SetSentErrorMessage(true);
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@@ -584,7 +584,7 @@ public:
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for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
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{
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Player* player = itr->getSource();
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Player* player = itr->GetSource();
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if (!player || player == handler->GetSession()->GetPlayer() || !player->GetSession())
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continue;
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@@ -1766,7 +1766,7 @@ public:
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handler->PSendSysMessage(LANG_PINFO_PLAYER, target ? "" : handler->GetTrinityString(LANG_OFFLINE), nameLink.c_str(), lowguid);
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// Output II. LANG_PINFO_GM_ACTIVE
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if (target && target->isGameMaster())
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if (target && target->IsGameMaster())
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handler->PSendSysMessage(LANG_PINFO_GM_ACTIVE);
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// Output III. LANG_PINFO_BANNED if ban exists and is applied
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@@ -1804,7 +1804,7 @@ public:
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handler->PSendSysMessage(LANG_PINFO_CHR_ALIVE, alive.c_str());
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// Output XIII. LANG_PINFO_CHR_PHASE if player is not in GM mode (GM is in every phase)
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if (target && !target->isGameMaster()) // IsInWorld() returns false on loadingscreen, so it's more
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if (target && !target->IsGameMaster()) // IsInWorld() returns false on loadingscreen, so it's more
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handler->PSendSysMessage(LANG_PINFO_CHR_PHASE, phase); // precise than just target (safer ?).
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// However, as we usually just require a target here, we use target instead.
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// Output XIV. LANG_PINFO_CHR_MONEY
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