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https://github.com/TrinityCore/TrinityCore.git
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Add spaces after commas
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@@ -45,7 +45,7 @@ int32 ReputationMgr::GetReputation(uint32 faction_id) const
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if (!factionEntry)
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{
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sLog->outError("ReputationMgr::GetReputation: Can't get reputation of %s for unknown faction (faction id) #%u.",m_player->GetName(), faction_id);
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sLog->outError("ReputationMgr::GetReputation: Can't get reputation of %s for unknown faction (faction id) #%u.", m_player->GetName(), faction_id);
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return 0;
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}
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@@ -98,7 +98,7 @@ ReputationRank ReputationMgr::GetBaseRank(FactionEntry const* factionEntry) cons
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return ReputationToRank(reputation);
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}
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void ReputationMgr::ApplyForceReaction(uint32 faction_id,ReputationRank rank,bool apply)
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void ReputationMgr::ApplyForceReaction(uint32 faction_id, ReputationRank rank, bool apply)
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{
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if (apply)
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m_forcedReactions[faction_id] = rank;
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@@ -248,7 +248,7 @@ void ReputationMgr::Initialize()
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if (newFaction.Flags & FACTION_FLAG_VISIBLE)
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++m_visibleFactionCount;
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UpdateRankCounters(REP_HOSTILE,GetBaseRank(factionEntry));
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UpdateRankCounters(REP_HOSTILE, GetBaseRank(factionEntry));
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m_factions[newFaction.ReputationListID] = newFaction;
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}
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@@ -354,16 +354,16 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
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SetVisible(&itr->second);
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if (new_rank <= REP_HOSTILE)
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SetAtWar(&itr->second,true);
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SetAtWar(&itr->second, true);
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UpdateRankCounters(old_rank, new_rank);
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m_player->ReputationChanged(factionEntry);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS, factionEntry->ID);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION, factionEntry->ID);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION,factionEntry->ID);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION,factionEntry->ID);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION,factionEntry->ID);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION, factionEntry->ID);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION, factionEntry->ID);
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m_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION, factionEntry->ID);
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return true;
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}
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@@ -423,7 +423,7 @@ void ReputationMgr::SetAtWar(RepListID repListID, bool on)
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if (itr->second.Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
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return;
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SetAtWar(&itr->second,on);
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SetAtWar(&itr->second, on);
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}
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void ReputationMgr::SetAtWar(FactionState* faction, bool atWar) const
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@@ -451,7 +451,7 @@ void ReputationMgr::SetInactive(RepListID repListID, bool on)
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if (itr == m_factions.end())
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return;
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SetInactive(&itr->second,on);
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SetInactive(&itr->second, on);
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}
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void ReputationMgr::SetInactive(FactionState* faction, bool inactive) const
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@@ -478,7 +478,7 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
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// Set initial reputations (so everything is nifty before DB data load)
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Initialize();
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//QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
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//QueryResult *result = CharacterDatabase.PQuery("SELECT faction, standing, flags FROM character_reputation WHERE guid = '%u'", GetGUIDLow());
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if (result)
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{
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@@ -506,20 +506,20 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
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SetVisible(faction); // have internal checks for forced invisibility
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if (dbFactionFlags & FACTION_FLAG_INACTIVE)
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SetInactive(faction,true); // have internal checks for visibility requirement
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SetInactive(faction, true); // have internal checks for visibility requirement
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if (dbFactionFlags & FACTION_FLAG_AT_WAR) // DB at war
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SetAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
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SetAtWar(faction, true); // have internal checks for FACTION_FLAG_PEACE_FORCED
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else // DB not at war
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{
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// allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
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if (faction->Flags & FACTION_FLAG_VISIBLE)
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SetAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
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SetAtWar(faction, false); // have internal checks for FACTION_FLAG_PEACE_FORCED
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}
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// set atWar for hostile
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if (GetRank(factionEntry) <= REP_HOSTILE)
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SetAtWar(faction,true);
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SetAtWar(faction, true);
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// reset changed flag if values similar to saved in DB
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if (faction->Flags == dbFactionFlags)
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@@ -540,7 +540,7 @@ void ReputationMgr::SaveToDB(SQLTransaction& trans)
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if (itr->second.needSave)
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{
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trans->PAppend("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", m_player->GetGUIDLow(), itr->second.ID);
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trans->PAppend("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", m_player->GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
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trans->PAppend("INSERT INTO character_reputation (guid, faction, standing, flags) VALUES ('%u', '%u', '%i', '%u')", m_player->GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
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itr->second.needSave = false;
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}
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}
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