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[11892] Really fix [11890]. This basicly reverts commit 11890
Remove the actually not required faction check in Player::GetNPCIfCanInteractWith - this is done by IsHostileTo a line before Improve the Player-login AtWar selection to also consider forced reactions Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
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85309aa3c1
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6aab5c1022
8 changed files with 70 additions and 61 deletions
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@ -2180,15 +2180,8 @@ Creature* Player::GetNPCIfCanInteractWith(ObjectGuid guid, uint32 npcflagmask)
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if (unit->IsHostileTo(this))
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return NULL;
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// not unfriendly
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if(FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction()))
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if(factionTemplate->faction)
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if(FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
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if(faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction, true) <= REP_UNFRIENDLY)
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return NULL;
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// not too far
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if(!unit->IsWithinDistInMap(this,INTERACTION_DISTANCE))
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if (!unit->IsWithinDistInMap(this, INTERACTION_DISTANCE))
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return NULL;
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return unit;
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@ -6229,7 +6222,7 @@ void Player::setFactionForRace(uint8 race)
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ReputationRank Player::GetReputationRank(uint32 faction) const
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{
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FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
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return GetReputationMgr().GetRank(factionEntry, false);
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return GetReputationMgr().GetRank(factionEntry);
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}
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//Calculate total reputation percent player gain with quest/creature level
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@ -6310,7 +6303,7 @@ void Player::RewardReputation(Unit *pVictim, float rate)
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int32 donerep1 = CalculateReputationGain(REPUTATION_SOURCE_KILL, Rep->repvalue1, Rep->repfaction1, pVictim->getLevel());
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donerep1 = int32(donerep1*rate);
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FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
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uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1, false);
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uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
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if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
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GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
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@ -6328,7 +6321,7 @@ void Player::RewardReputation(Unit *pVictim, float rate)
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int32 donerep2 = CalculateReputationGain(REPUTATION_SOURCE_KILL, Rep->repvalue2, Rep->repfaction2, pVictim->getLevel());
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donerep2 = int32(donerep2*rate);
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FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
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uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2, false);
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uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
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if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
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GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
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