Core/Game: Include cleanup part 5

* ObjectMgr.h
* Player.h
* Unit.h
* G3D should no longer propagate everywhere from Spline/MotionMaster
This commit is contained in:
Shauren
2017-06-04 01:00:45 +02:00
parent ec72a59b08
commit b453e12423
442 changed files with 3521 additions and 2850 deletions

View File

@@ -21,7 +21,9 @@
#include "BattlegroundMgr.h"
#include "Common.h"
#include "DatabaseEnv.h"
#include "DB2Stores.h"
#include "Formulas.h"
#include "GameObject.h"
#include "GroupMgr.h"
#include "InstanceSaveMgr.h"
#include "LFGMgr.h"
@@ -31,7 +33,6 @@
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "PartyPackets.h"
#include "Pet.h"
#include "Player.h"
@@ -41,7 +42,6 @@
#include "UpdateFieldFlags.h"
#include "Util.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
Roll::Roll(LootItem const& li) : itemid(li.itemid),
@@ -458,23 +458,20 @@ bool Group::AddMember(Player* player)
player->ResetInstances(INSTANCE_RESET_GROUP_JOIN, true, false);
player->ResetInstances(INSTANCE_RESET_GROUP_JOIN, true, true);
if (player->getLevel() >= LEVELREQUIREMENT_HEROIC)
if (player->GetDungeonDifficultyID() != GetDungeonDifficultyID())
{
if (player->GetDungeonDifficultyID() != GetDungeonDifficultyID())
{
player->SetDungeonDifficultyID(GetDungeonDifficultyID());
player->SendDungeonDifficulty();
}
if (player->GetRaidDifficultyID() != GetRaidDifficultyID())
{
player->SetRaidDifficultyID(GetRaidDifficultyID());
player->SendRaidDifficulty(false);
}
if (player->GetLegacyRaidDifficultyID() != GetLegacyRaidDifficultyID())
{
player->SetLegacyRaidDifficultyID(GetLegacyRaidDifficultyID());
player->SendRaidDifficulty(true);
}
player->SetDungeonDifficultyID(GetDungeonDifficultyID());
player->SendDungeonDifficulty();
}
if (player->GetRaidDifficultyID() != GetRaidDifficultyID())
{
player->SetRaidDifficultyID(GetRaidDifficultyID());
player->SendRaidDifficulty(false);
}
if (player->GetLegacyRaidDifficultyID() != GetLegacyRaidDifficultyID())
{
player->SetLegacyRaidDifficultyID(GetLegacyRaidDifficultyID());
player->SendRaidDifficulty(true);
}
}