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Implemented ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP
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3 changed files with 19 additions and 1 deletions
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@ -447,7 +447,14 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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SetCriteriaProgress(achievementCriteria, spellCount);
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP:
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{
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// skip for login case
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if(!miscvalue1)
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continue;
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SetCriteriaProgress(achievementCriteria, 1);
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break;
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}
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}
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if(IsCompletedCriteria(achievementCriteria))
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CompletedCriteria(achievementCriteria);
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@ -535,6 +542,8 @@ bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achieve
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return progress->counter >= achievementCriteria->cast_spell.castCount;
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case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS:
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return progress->counter >= achievementCriteria->learn_skilline_spell.spellCount;
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case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP:
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return progress->counter >= achievementCriteria->visit_barber.numberOfVisits;
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// handle all statistic-only criteria here
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case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND:
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@ -1159,6 +1159,8 @@ void WorldSession::HandleAlterAppearance( WorldPacket & recv_data )
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_player->SetByteValue(PLAYER_BYTES, 3, uint8(Color));
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_player->SetByteValue(PLAYER_BYTES_2, 0, uint8(bs_facialHair->hair_id));
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_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP, 1);
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_player->SetStandState(0); // stand up
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}
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@ -298,6 +298,13 @@ struct AchievementCriteriaEntry
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uint32 numberOfExaltedFactions; // 4
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} gain_exalted_reputation;
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// ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP = 48
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struct
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{
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uint32 unused; // 3
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uint32 numberOfVisits; // 4
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} visit_barber;
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// ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM = 49
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// TODO: where is the required itemlevel stored?
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struct
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