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[12195] Improve AreaTrigger teleport requirement checks
Implement AreaLockStatus concept by rsa Also drop basicly unneeded `areatrigger_teleport`.required_failed_text field. This concept is still in testing phase, please feedback results of some glitches that might exist! TODO: Use Player::GetAreaLockStatus or GetAreaTriggerLockStatus for other "CanEnter" checks as well. Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
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22 changed files with 304 additions and 162 deletions
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@ -5573,8 +5573,8 @@ void ObjectMgr::LoadAreaTriggerTeleports()
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uint32 count = 0;
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// 0 1 2 3 4 5 6 7 8 9 10 11 12 13
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QueryResult* result = WorldDatabase.Query("SELECT id, required_level, required_item, required_item2, heroic_key, heroic_key2, required_quest_done, required_quest_done_heroic, required_failed_text, target_map, target_position_x, target_position_y, target_position_z, target_orientation FROM areatrigger_teleport");
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// 0 1 2 3 4 5 6 7 8 9 10 11 12
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QueryResult* result = WorldDatabase.Query("SELECT id, required_level, required_item, required_item2, heroic_key, heroic_key2, required_quest_done, required_quest_done_heroic, target_map, target_position_x, target_position_y, target_position_z, target_orientation FROM areatrigger_teleport");
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if (!result)
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{
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@ -5608,12 +5608,11 @@ void ObjectMgr::LoadAreaTriggerTeleports()
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at.heroicKey2 = fields[5].GetUInt32();
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at.requiredQuest = fields[6].GetUInt32();
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at.requiredQuestHeroic = fields[7].GetUInt32();
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at.requiredFailedText = fields[8].GetCppString();
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at.target_mapId = fields[9].GetUInt32();
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at.target_X = fields[10].GetFloat();
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at.target_Y = fields[11].GetFloat();
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at.target_Z = fields[12].GetFloat();
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at.target_Orientation = fields[13].GetFloat();
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at.target_mapId = fields[8].GetUInt32();
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at.target_X = fields[9].GetFloat();
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at.target_Y = fields[10].GetFloat();
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at.target_Z = fields[11].GetFloat();
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at.target_Orientation = fields[12].GetFloat();
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AreaTriggerEntry const* atEntry = sAreaTriggerStore.LookupEntry(Trigger_ID);
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if (!atEntry)
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