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https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-24 10:56:38 +01:00
Map local guids 6.x -> 4.3.4
Ported the following commits:ca83e14f8bee1c1b97be18e4ab6911bf37446b3ccb854a2b7b
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@@ -93,7 +93,7 @@ bool Group::Create(Player* leader)
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ObjectGuid leaderGuid = leader->GetGUID();
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uint32 lowguid = sGroupMgr->GenerateGroupId();
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m_guid = ObjectGuid(HIGHGUID_GROUP, lowguid);
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m_guid = ObjectGuid(HighGuid::Group, lowguid);
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m_leaderGuid = leaderGuid;
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m_leaderName = leader->GetName();
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leader->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GROUP_LEADER);
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@@ -162,15 +162,15 @@ bool Group::Create(Player* leader)
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void Group::LoadGroupFromDB(Field* fields)
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{
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m_dbStoreId = fields[16].GetUInt32();
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m_guid = ObjectGuid(HIGHGUID_GROUP, sGroupMgr->GenerateGroupId());
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m_leaderGuid = ObjectGuid(HIGHGUID_PLAYER, fields[0].GetUInt32());
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m_guid = ObjectGuid(HighGuid::Group, sGroupMgr->GenerateGroupId());
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m_leaderGuid = ObjectGuid(HighGuid::Player, fields[0].GetUInt32());
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// group leader not exist
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if (!sObjectMgr->GetPlayerNameByGUID(m_leaderGuid, m_leaderName))
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return;
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m_lootMethod = LootMethod(fields[1].GetUInt8());
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m_looterGuid = ObjectGuid(HIGHGUID_PLAYER, fields[2].GetUInt32());
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m_looterGuid = ObjectGuid(HighGuid::Player, fields[2].GetUInt32());
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m_lootThreshold = ItemQualities(fields[3].GetUInt8());
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for (uint8 i = 0; i < TARGETICONCOUNT; ++i)
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@@ -192,7 +192,7 @@ void Group::LoadGroupFromDB(Field* fields)
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else
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m_raidDifficulty = Difficulty(r_diff);
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m_masterLooterGuid = ObjectGuid(HIGHGUID_PLAYER, fields[15].GetUInt32());
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m_masterLooterGuid = ObjectGuid(HighGuid::Player, fields[15].GetUInt32());
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if (m_groupType & GROUPTYPE_LFG)
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sLFGMgr->_LoadFromDB(fields, GetGUID());
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@@ -201,7 +201,7 @@ void Group::LoadGroupFromDB(Field* fields)
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void Group::LoadMemberFromDB(uint32 guidLow, uint8 memberFlags, uint8 subgroup, uint8 roles)
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{
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MemberSlot member;
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member.guid = ObjectGuid(HIGHGUID_PLAYER, guidLow);
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member.guid = ObjectGuid(HighGuid::Player, guidLow);
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// skip non-existed member
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if (!sObjectMgr->GetPlayerNameByGUID(member.guid, member.name))
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@@ -690,7 +690,7 @@ void Group::ChangeLeader(ObjectGuid newLeaderGuid)
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// Update the group leader
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_LEADER);
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stmt->setUInt32(0, newLeader->GetGUIDLow());
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stmt->setUInt32(0, newLeader->GetGUID().GetCounter());
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stmt->setUInt32(1, m_dbStoreId);
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trans->Append(stmt);
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@@ -958,7 +958,7 @@ void Group::GroupLoot(Loot* loot, WorldObject* pLootedObject)
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//roll for over-threshold item if it's one-player loot
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if (item->Quality >= uint32(m_lootThreshold))
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{
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ObjectGuid newitemGUID = ObjectGuid(HIGHGUID_ITEM, sObjectMgr->GenerateLowGuid(HIGHGUID_ITEM));
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ObjectGuid newitemGUID = ObjectGuid(HighGuid::Item, sObjectMgr->GetGenerator<HighGuid::Item>().Generate());
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Roll* r = new Roll(newitemGUID, *i);
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//a vector is filled with only near party members
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@@ -1042,7 +1042,7 @@ void Group::GroupLoot(Loot* loot, WorldObject* pLootedObject)
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continue;
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}
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ObjectGuid newitemGUID = ObjectGuid(HIGHGUID_ITEM, sObjectMgr->GenerateLowGuid(HIGHGUID_ITEM));
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ObjectGuid newitemGUID = ObjectGuid(HighGuid::Item, sObjectMgr->GetGenerator<HighGuid::Item>().Generate());
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Roll* r = new Roll(newitemGUID, *i);
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//a vector is filled with only near party members
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@@ -1103,7 +1103,7 @@ void Group::NeedBeforeGreed(Loot* loot, WorldObject* lootedObject)
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//roll for over-threshold item if it's one-player loot
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if (item->Quality >= uint32(m_lootThreshold))
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{
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ObjectGuid newitemGUID = ObjectGuid(HIGHGUID_ITEM, sObjectMgr->GenerateLowGuid(HIGHGUID_ITEM));
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ObjectGuid newitemGUID = ObjectGuid(HighGuid::Item, sObjectMgr->GetGenerator<HighGuid::Item>().Generate());
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Roll* r = new Roll(newitemGUID, *i);
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for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next())
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@@ -1178,7 +1178,7 @@ void Group::NeedBeforeGreed(Loot* loot, WorldObject* lootedObject)
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continue;
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item = sObjectMgr->GetItemTemplate(i->itemid);
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ObjectGuid newitemGUID = ObjectGuid(HIGHGUID_ITEM, sObjectMgr->GenerateLowGuid(HIGHGUID_ITEM));
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ObjectGuid newitemGUID = ObjectGuid(HighGuid::Item, sObjectMgr->GetGenerator<HighGuid::Item>().Generate());
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Roll* r = new Roll(newitemGUID, *i);
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for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next())
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