mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-03-15 05:25:08 +00:00
refactor(Core): apply clang-tidy modernize-use-override (#3817)
This commit is contained in:
@@ -36,22 +36,22 @@ class BattlegroundBE : public Battleground
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{
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public:
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BattlegroundBE();
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~BattlegroundBE();
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~BattlegroundBE() override;
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/* inherited from BattlegroundClass */
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void AddPlayer(Player* player);
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void StartingEventCloseDoors();
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void StartingEventOpenDoors();
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void AddPlayer(Player* player) override;
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void StartingEventCloseDoors() override;
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void StartingEventOpenDoors() override;
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void RemovePlayer(Player* player);
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void HandleAreaTrigger(Player* player, uint32 trigger);
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bool SetupBattleground();
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void Init();
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void FillInitialWorldStates(WorldPacket& d);
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void HandleKillPlayer(Player* player, Player* killer);
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bool HandlePlayerUnderMap(Player* player);
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void RemovePlayer(Player* player) override;
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void HandleAreaTrigger(Player* player, uint32 trigger) override;
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bool SetupBattleground() override;
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void Init() override;
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void FillInitialWorldStates(WorldPacket& d) override;
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void HandleKillPlayer(Player* player, Player* killer) override;
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bool HandlePlayerUnderMap(Player* player) override;
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/* Scorekeeping */
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void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true);
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void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true) override;
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};
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#endif
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@@ -74,20 +74,20 @@ class BattlegroundDS : public Battleground
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{
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public:
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BattlegroundDS();
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~BattlegroundDS();
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~BattlegroundDS() override;
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/* inherited from BattlegroundClass */
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void AddPlayer(Player* player);
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void StartingEventCloseDoors();
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void StartingEventOpenDoors();
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void AddPlayer(Player* player) override;
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void StartingEventCloseDoors() override;
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void StartingEventOpenDoors() override;
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void RemovePlayer(Player* player);
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void HandleAreaTrigger(Player* player, uint32 trigger);
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bool SetupBattleground();
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void Init();
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void FillInitialWorldStates(WorldPacket& d);
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void HandleKillPlayer(Player* player, Player* killer);
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bool HandlePlayerUnderMap(Player* player);
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void RemovePlayer(Player* player) override;
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void HandleAreaTrigger(Player* player, uint32 trigger) override;
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bool SetupBattleground() override;
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void Init() override;
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void FillInitialWorldStates(WorldPacket& d) override;
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void HandleKillPlayer(Player* player, Player* killer) override;
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bool HandlePlayerUnderMap(Player* player) override;
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private:
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uint32 _waterfallTimer;
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uint8 _waterfallStatus;
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@@ -95,7 +95,7 @@ private:
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uint32 _pipeKnockBackTimer;
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uint8 _pipeKnockBackCount;
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void PostUpdateImpl(uint32 diff);
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void PostUpdateImpl(uint32 diff) override;
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protected:
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uint32 getWaterFallStatus() { return _waterfallStatus; };
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void setWaterFallStatus(uint8 status) { _waterfallStatus = status; };
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@@ -308,53 +308,53 @@ const BattlegroundEYCapturingPointStruct m_CapturingPointTypes[EY_POINTS_MAX] =
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struct BattlegroundEYScore : public BattlegroundScore
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{
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BattlegroundEYScore(Player* player) : BattlegroundScore(player), FlagCaptures(0) { }
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~BattlegroundEYScore() { }
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~BattlegroundEYScore() override { }
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uint32 FlagCaptures;
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uint32 GetAttr1() const final override { return FlagCaptures; }
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uint32 GetAttr1() const final { return FlagCaptures; }
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};
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class BattlegroundEY : public Battleground
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{
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public:
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BattlegroundEY();
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~BattlegroundEY();
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~BattlegroundEY() override;
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/* inherited from BattlegroundClass */
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void AddPlayer(Player* player);
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void StartingEventCloseDoors();
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void StartingEventOpenDoors();
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void AddPlayer(Player* player) override;
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void StartingEventCloseDoors() override;
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void StartingEventOpenDoors() override;
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/* BG Flags */
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uint64 GetFlagPickerGUID(TeamId /*teamId*/ = TEAM_NEUTRAL) const { return _flagKeeperGUID; }
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uint64 GetFlagPickerGUID(TeamId /*teamId*/ = TEAM_NEUTRAL) const override { return _flagKeeperGUID; }
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void SetFlagPicker(uint64 guid) { _flagKeeperGUID = guid; }
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uint8 GetFlagState() const { return _flagState; }
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void RespawnFlag();
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void RespawnFlagAfterDrop();
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void RemovePlayer(Player* player);
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void RemovePlayer(Player* player) override;
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void HandleBuffUse(uint64 buff_guid);
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void HandleAreaTrigger(Player* player, uint32 trigger);
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void HandleKillPlayer(Player* player, Player* killer);
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GraveyardStruct const* GetClosestGraveyard(Player* player);
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bool SetupBattleground();
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void Init();
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void EndBattleground(TeamId winnerTeamId);
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void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true);
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void FillInitialWorldStates(WorldPacket& data);
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void SetDroppedFlagGUID(uint64 guid, TeamId /*teamId*/ = TEAM_NEUTRAL) { _droppedFlagGUID = guid; }
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void HandleAreaTrigger(Player* player, uint32 trigger) override;
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void HandleKillPlayer(Player* player, Player* killer) override;
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GraveyardStruct const* GetClosestGraveyard(Player* player) override;
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bool SetupBattleground() override;
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void Init() override;
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void EndBattleground(TeamId winnerTeamId) override;
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void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true) override;
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void FillInitialWorldStates(WorldPacket& data) override;
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void SetDroppedFlagGUID(uint64 guid, TeamId /*teamId*/ = TEAM_NEUTRAL) override { _droppedFlagGUID = guid; }
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uint64 GetDroppedFlagGUID() const { return _droppedFlagGUID; }
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/* Battleground Events */
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void EventPlayerClickedOnFlag(Player* player, GameObject* gameObject);
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void EventPlayerDroppedFlag(Player* player);
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void EventPlayerClickedOnFlag(Player* player, GameObject* gameObject) override;
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void EventPlayerDroppedFlag(Player* player) override;
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/* achievement req. */
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bool AllNodesConrolledByTeam(TeamId teamId) const;
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TeamId GetPrematureWinner();
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bool AllNodesConrolledByTeam(TeamId teamId) const override;
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TeamId GetPrematureWinner() override;
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private:
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void PostUpdateImpl(uint32 diff);
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void PostUpdateImpl(uint32 diff) override;
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void EventPlayerCapturedFlag(Player* Source, uint32 BgObjectType);
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void EventTeamLostPoint(TeamId teamId, uint32 point);
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@@ -879,52 +879,52 @@ enum HonorRewards
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struct BattlegroundICScore : public BattlegroundScore
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{
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BattlegroundICScore(Player* player) : BattlegroundScore(player), BasesAssaulted(0), BasesDefended(0) { }
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~BattlegroundICScore() { }
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~BattlegroundICScore() override { }
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uint32 BasesAssaulted;
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uint32 BasesDefended;
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uint32 GetAttr1() const final override { return BasesAssaulted; }
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uint32 GetAttr2() const final override { return BasesDefended; }
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uint32 GetAttr1() const final { return BasesAssaulted; }
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uint32 GetAttr2() const final { return BasesDefended; }
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};
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class BattlegroundIC : public Battleground
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{
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public:
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BattlegroundIC();
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~BattlegroundIC();
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~BattlegroundIC() override;
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/* inherited from BattlegroundClass */
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void AddPlayer(Player* player);
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void StartingEventCloseDoors();
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void StartingEventOpenDoors();
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void PostUpdateImpl(uint32 diff);
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void AddPlayer(Player* player) override;
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void StartingEventCloseDoors() override;
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void StartingEventOpenDoors() override;
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void PostUpdateImpl(uint32 diff) override;
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void RemovePlayer(Player* player);
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void HandleAreaTrigger(Player* player, uint32 trigger);
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bool SetupBattleground();
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void RemovePlayer(Player* player) override;
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void HandleAreaTrigger(Player* player, uint32 trigger) override;
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bool SetupBattleground() override;
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void SpawnLeader(uint32 teamid);
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void HandleKillUnit(Creature* unit, Player* killer);
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void HandleKillPlayer(Player* player, Player* killer);
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void EndBattleground(TeamId winnerTeamId);
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void EventPlayerClickedOnFlag(Player* source, GameObject* /*gameObject*/);
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void HandleKillUnit(Creature* unit, Player* killer) override;
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void HandleKillPlayer(Player* player, Player* killer) override;
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void EndBattleground(TeamId winnerTeamId) override;
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void EventPlayerClickedOnFlag(Player* source, GameObject* /*gameObject*/) override;
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void EventPlayerDamagedGO(Player* /*player*/, GameObject* go, uint32 eventType);
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void DestroyGate(Player* player, GameObject* go);
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void EventPlayerDamagedGO(Player* /*player*/, GameObject* go, uint32 eventType) override;
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void DestroyGate(Player* player, GameObject* go) override;
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GraveyardStruct const* GetClosestGraveyard(Player* player);
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GraveyardStruct const* GetClosestGraveyard(Player* player) override;
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/* Scorekeeping */
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void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true);
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void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true) override;
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void FillInitialWorldStates(WorldPacket& data);
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void FillInitialWorldStates(WorldPacket& data) override;
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void HandlePlayerResurrect(Player* player);
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void HandlePlayerResurrect(Player* player) override;
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uint32 GetNodeState(uint8 nodeType) const { return (uint8)nodePoint[nodeType].nodeState; }
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bool AllNodesConrolledByTeam(TeamId teamId) const; // overwrited
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bool AllNodesConrolledByTeam(TeamId teamId) const override; // overwrited
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bool IsResourceGlutAllowed(TeamId teamId) const;
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void DoAction(uint32 action, uint64 guid);
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void DoAction(uint32 action, uint64 guid) override;
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private:
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uint32 closeFortressDoorsTimer;
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bool doorsClosed;
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@@ -35,19 +35,19 @@ class BattlegroundNA : public Battleground
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{
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public:
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BattlegroundNA();
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~BattlegroundNA();
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~BattlegroundNA() override;
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/* inherited from BattlegroundClass */
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void AddPlayer(Player* player);
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void StartingEventCloseDoors();
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void StartingEventOpenDoors();
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void AddPlayer(Player* player) override;
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void StartingEventCloseDoors() override;
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void StartingEventOpenDoors() override;
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void RemovePlayer(Player* player);
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void HandleAreaTrigger(Player* player, uint32 trigger);
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bool SetupBattleground();
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void Init();
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void FillInitialWorldStates(WorldPacket& d);
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void HandleKillPlayer(Player* player, Player* killer);
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bool HandlePlayerUnderMap(Player* player);
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void RemovePlayer(Player* player) override;
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void HandleAreaTrigger(Player* player, uint32 trigger) override;
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bool SetupBattleground() override;
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void Init() override;
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void FillInitialWorldStates(WorldPacket& d) override;
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void HandleKillPlayer(Player* player, Player* killer) override;
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bool HandlePlayerUnderMap(Player* player) override;
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};
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#endif
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@@ -31,19 +31,19 @@ class BattlegroundRL : public Battleground
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{
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public:
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BattlegroundRL();
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~BattlegroundRL();
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~BattlegroundRL() override;
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/* inherited from BattlegroundClass */
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void AddPlayer(Player* player);
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void Init();
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void FillInitialWorldStates(WorldPacket& d);
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void StartingEventCloseDoors();
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void StartingEventOpenDoors();
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void AddPlayer(Player* player) override;
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void Init() override;
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void FillInitialWorldStates(WorldPacket& d) override;
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void StartingEventCloseDoors() override;
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void StartingEventOpenDoors() override;
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void RemovePlayer(Player* player);
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void HandleAreaTrigger(Player* player, uint32 trigger);
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bool SetupBattleground();
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void HandleKillPlayer(Player* player, Player* killer);
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bool HandlePlayerUnderMap(Player* player);
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void RemovePlayer(Player* player) override;
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void HandleAreaTrigger(Player* player, uint32 trigger) override;
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bool SetupBattleground() override;
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void HandleKillPlayer(Player* player, Player* killer) override;
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bool HandlePlayerUnderMap(Player* player) override;
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};
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#endif
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@@ -78,20 +78,20 @@ class BattlegroundRV : public Battleground
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{
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public:
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BattlegroundRV();
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~BattlegroundRV();
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~BattlegroundRV() override;
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/* inherited from BattlegroundClass */
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void AddPlayer(Player* player);
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void RemovePlayer(Player* player);
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void StartingEventCloseDoors();
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void StartingEventOpenDoors();
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void Init();
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void FillInitialWorldStates(WorldPacket& d);
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void UpdateArenaWorldState();
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void HandleAreaTrigger(Player* player, uint32 trigger);
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bool SetupBattleground();
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void HandleKillPlayer(Player* player, Player* killer);
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bool HandlePlayerUnderMap(Player* player);
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void AddPlayer(Player* player) override;
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void RemovePlayer(Player* player) override;
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void StartingEventCloseDoors() override;
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void StartingEventOpenDoors() override;
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void Init() override;
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void FillInitialWorldStates(WorldPacket& d) override;
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void UpdateArenaWorldState() override;
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void HandleAreaTrigger(Player* player, uint32 trigger) override;
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bool SetupBattleground() override;
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void HandleKillPlayer(Player* player, Player* killer) override;
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bool HandlePlayerUnderMap(Player* player) override;
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GameObject* GetPillarAtPosition(Position* p);
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@@ -100,7 +100,7 @@ private:
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uint32 State;
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uint16 CheckPlayersTimer;
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void PostUpdateImpl(uint32 diff);
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void PostUpdateImpl(uint32 diff) override;
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protected:
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uint32 getTimer() { return Timer; }
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@@ -12,12 +12,12 @@
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struct BattlegroundSAScore : public BattlegroundScore
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{
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BattlegroundSAScore(Player* player) : BattlegroundScore(player), demolishers_destroyed(0), gates_destroyed(0) { }
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~BattlegroundSAScore() { }
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~BattlegroundSAScore() override { }
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uint8 demolishers_destroyed;
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uint8 gates_destroyed;
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uint32 GetAttr1() const final override { return demolishers_destroyed; }
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uint32 GetAttr2() const final override { return gates_destroyed; }
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uint32 GetAttr1() const final { return demolishers_destroyed; }
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uint32 GetAttr2() const final { return gates_destroyed; }
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};
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#define BG_SA_FLAG_AMOUNT 3
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@@ -421,36 +421,36 @@ class BattlegroundSA : public Battleground
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{
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public:
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BattlegroundSA();
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~BattlegroundSA();
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~BattlegroundSA() override;
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/**
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* \brief Called every time for update battle data
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* -Update timer
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* -Round switch
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*/
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void PostUpdateImpl(uint32 diff);
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void PostUpdateImpl(uint32 diff) override;
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/* inherited from BattlegroundClass */
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/// Called when a player join battle
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void AddPlayer(Player* player);
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void AddPlayer(Player* player) override;
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/// Called when battle start
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void StartingEventCloseDoors();
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void StartingEventOpenDoors();
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void StartingEventCloseDoors() override;
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void StartingEventOpenDoors() override;
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/// Called for ini battleground, after that the first player be entered
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bool SetupBattleground();
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void Init();
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bool SetupBattleground() override;
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void Init() override;
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/// Called for generate packet contain worldstate data
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void FillInitialWorldStates(WorldPacket& data);
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void FillInitialWorldStates(WorldPacket& data) override;
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/// Called when a player deal damage to building (door)
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void EventPlayerDamagedGO(Player* player, GameObject* go, uint32 eventType);
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void EventPlayerDamagedGO(Player* player, GameObject* go, uint32 eventType) override;
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/// Called when a player kill a unit in bg
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void HandleKillUnit(Creature* creature, Player* killer);
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void HandleKillUnit(Creature* creature, Player* killer) override;
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/// Return the nearest graveyard where player can respawn
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GraveyardStruct const* GetClosestGraveyard(Player* player);
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GraveyardStruct const* GetClosestGraveyard(Player* player) override;
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/// Called when a player click on flag (graveyard flag)
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void EventPlayerClickedOnFlag(Player* Source, GameObject* gameObject);
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void EventPlayerClickedOnFlag(Player* Source, GameObject* gameObject) override;
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/// Called when a player use a gamobject (relic)
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void EventPlayerUsedGO(Player* Source, GameObject* object);
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void EventPlayerUsedGO(Player* Source, GameObject* object) override;
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/// Return worldstate id, according to door id
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uint32 GetWorldStateFromGateID(uint32 id)
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@@ -481,15 +481,15 @@ public:
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}
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/// Called on battleground ending
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void EndBattleground(TeamId winnerTeamId);
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void EndBattleground(TeamId winnerTeamId) override;
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/// CAlled when a player leave battleground
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void RemovePlayer(Player* player);
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void HandleAreaTrigger(Player* player, uint32 trigger);
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void RemovePlayer(Player* player) override;
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void HandleAreaTrigger(Player* player, uint32 trigger) override;
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/* Scorekeeping */
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/// Update score board
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void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true);
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void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true) override;
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// Teleporters
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void DefendersPortalTeleport(GameObject* portal, Player* plr);
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@@ -561,7 +561,7 @@ private:
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* -Update worldstate
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* -Delete gameobject in front of door (lighting object, with different colours for each door)
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*/
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void DestroyGate(Player* player, GameObject* go);
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void DestroyGate(Player* player, GameObject* go) override;
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/// Update timer worldstate
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void SendTime();
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/**
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||||
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@@ -139,12 +139,12 @@ enum BG_WS_Objectives
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struct BattlegroundWGScore : public BattlegroundScore
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{
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BattlegroundWGScore(Player* player): BattlegroundScore(player), FlagCaptures(0), FlagReturns(0) { }
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~BattlegroundWGScore() { }
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~BattlegroundWGScore() override { }
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uint32 FlagCaptures;
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uint32 FlagReturns;
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uint32 GetAttr1() const final override { return FlagCaptures; }
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uint32 GetAttr2() const final override { return FlagReturns; }
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uint32 GetAttr1() const final { return FlagCaptures; }
|
||||
uint32 GetAttr2() const final { return FlagReturns; }
|
||||
};
|
||||
|
||||
class BattlegroundWS : public Battleground
|
||||
@@ -152,42 +152,42 @@ class BattlegroundWS : public Battleground
|
||||
public:
|
||||
/* Construction */
|
||||
BattlegroundWS();
|
||||
~BattlegroundWS();
|
||||
~BattlegroundWS() override;
|
||||
|
||||
/* inherited from BattlegroundClass */
|
||||
void AddPlayer(Player* player);
|
||||
void StartingEventCloseDoors();
|
||||
void StartingEventOpenDoors();
|
||||
void AddPlayer(Player* player) override;
|
||||
void StartingEventCloseDoors() override;
|
||||
void StartingEventOpenDoors() override;
|
||||
|
||||
/* BG Flags */
|
||||
uint64 GetFlagPickerGUID(TeamId teamId) const { return _flagKeepers[teamId]; }
|
||||
uint64 GetFlagPickerGUID(TeamId teamId) const override { return _flagKeepers[teamId]; }
|
||||
void SetFlagPicker(uint64 guid, TeamId teamId) { _flagKeepers[teamId] = guid; }
|
||||
void RespawnFlagAfterDrop(TeamId teamId);
|
||||
uint8 GetFlagState(TeamId teamId) const { return _flagState[teamId]; }
|
||||
|
||||
/* Battleground Events */
|
||||
void EventPlayerDroppedFlag(Player* player);
|
||||
void EventPlayerClickedOnFlag(Player* player, GameObject* gameObject);
|
||||
void EventPlayerDroppedFlag(Player* player) override;
|
||||
void EventPlayerClickedOnFlag(Player* player, GameObject* gameObject) override;
|
||||
void EventPlayerCapturedFlag(Player* player);
|
||||
|
||||
void RemovePlayer(Player* player);
|
||||
void HandleAreaTrigger(Player* player, uint32 trigger);
|
||||
void HandleKillPlayer(Player* player, Player* killer);
|
||||
bool SetupBattleground();
|
||||
void Init();
|
||||
void EndBattleground(TeamId winnerTeamId);
|
||||
GraveyardStruct const* GetClosestGraveyard(Player* player);
|
||||
void RemovePlayer(Player* player) override;
|
||||
void HandleAreaTrigger(Player* player, uint32 trigger) override;
|
||||
void HandleKillPlayer(Player* player, Player* killer) override;
|
||||
bool SetupBattleground() override;
|
||||
void Init() override;
|
||||
void EndBattleground(TeamId winnerTeamId) override;
|
||||
GraveyardStruct const* GetClosestGraveyard(Player* player) override;
|
||||
|
||||
void UpdateFlagState(TeamId teamId, uint32 value);
|
||||
void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true);
|
||||
void SetDroppedFlagGUID(uint64 guid, TeamId teamId) { _droppedFlagGUID[teamId] = guid; }
|
||||
void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true) override;
|
||||
void SetDroppedFlagGUID(uint64 guid, TeamId teamId) override { _droppedFlagGUID[teamId] = guid; }
|
||||
uint64 GetDroppedFlagGUID(TeamId teamId) const { return _droppedFlagGUID[teamId];}
|
||||
void FillInitialWorldStates(WorldPacket& data);
|
||||
void FillInitialWorldStates(WorldPacket& data) override;
|
||||
|
||||
/* Scorekeeping */
|
||||
void AddPoints(TeamId teamId, uint32 points) { m_TeamScores[teamId] += points; }
|
||||
|
||||
TeamId GetPrematureWinner();
|
||||
TeamId GetPrematureWinner() override;
|
||||
uint32 GetMatchTime() const { return 1 + (BG_WS_TOTAL_GAME_TIME - GetStartTime()) / (MINUTE * IN_MILLISECONDS); }
|
||||
uint32 GetAssaultSpellId() const;
|
||||
void RemoveAssaultAuras();
|
||||
@@ -203,6 +203,6 @@ private:
|
||||
uint32 _honorWinKills;
|
||||
uint32 _honorEndKills;
|
||||
|
||||
void PostUpdateImpl(uint32 diff);
|
||||
void PostUpdateImpl(uint32 diff) override;
|
||||
};
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user