Core/Misc: Always reward all necessary reputations on creature kill (#19106)

(cherry picked from commit fb2aebe46b)
This commit is contained in:
xinef1
2017-03-02 00:10:15 +01:00
committed by funjoker
parent 76dde4e3e9
commit e36497aef5
3 changed files with 15 additions and 12 deletions

View File

@@ -6415,8 +6415,8 @@ void Player::RewardReputation(Unit* victim, float rate)
FactionEntry const* factionEntry1 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->RepFaction1);
uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
if (factionEntry1 && current_reputation_rank1 <= Rep->ReputationMaxCap1)
GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
if (factionEntry1)
GetReputationMgr().ModifyReputation(factionEntry1, donerep1, current_reputation_rank1 > Rep->ReputationMaxCap1);
}
if (Rep->RepFaction2 && (!Rep->TeamDependent || team == HORDE))
@@ -6426,8 +6426,8 @@ void Player::RewardReputation(Unit* victim, float rate)
FactionEntry const* factionEntry2 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->RepFaction2);
uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
if (factionEntry2 && current_reputation_rank2 <= Rep->ReputationMaxCap2)
GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
if (factionEntry2)
GetReputationMgr().ModifyReputation(factionEntry2, donerep2, current_reputation_rank2 > Rep->ReputationMaxCap2);
}
}
@@ -6479,7 +6479,7 @@ void Player::RewardReputation(Quest const* quest)
rep = CalculateReputationGain(REPUTATION_SOURCE_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], noQuestBonus);
bool noSpillover = (quest->GetRewardReputationMask() & (1 << i)) != 0;
GetReputationMgr().ModifyReputation(factionEntry, rep, noSpillover);
GetReputationMgr().ModifyReputation(factionEntry, rep, false, noSpillover);
}
}
@@ -6937,7 +6937,7 @@ void Player::ModifyCurrency(uint32 id, int32 count, bool printLog/* = true*/, bo
{
if (currency->Flags & CURRENCY_FLAG_HIGH_PRECISION)
count /= 100;
GetReputationMgr().ModifyReputation(factionEntry, count, true);
GetReputationMgr().ModifyReputation(factionEntry, count, false, true);
return;
}

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@@ -267,7 +267,7 @@ void ReputationMgr::Initialize()
}
}
bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental, bool noSpillover)
bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental, bool spillOverOnly, bool noSpillover)
{
sScriptMgr->OnPlayerReputationChange(_player, factionEntry->ID, standing, incremental);
bool res = false;
@@ -334,7 +334,10 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
FactionStateList::iterator faction = _factions.find(factionEntry->ReputationIndex);
if (faction != _factions.end())
{
res = SetOneFactionReputation(factionEntry, standing, incremental);
// if we update spillover only, do not update main reputation (rank exceeds creature reward rate)
if (!spillOverOnly)
res = SetOneFactionReputation(factionEntry, standing, incremental);
// only this faction gets reported to client, even if it has no own visible standing
SendState(&faction->second);
}

View File

@@ -118,11 +118,11 @@ class TC_GAME_API ReputationMgr
public: // modifiers
bool SetReputation(FactionEntry const* factionEntry, int32 standing)
{
return SetReputation(factionEntry, standing, false, false);
return SetReputation(factionEntry, standing, false, false, false);
}
bool ModifyReputation(FactionEntry const* factionEntry, int32 standing, bool noSpillover = false)
bool ModifyReputation(FactionEntry const* factionEntry, int32 standing, bool spillOverOnly = false, bool noSpillover = false)
{
return SetReputation(factionEntry, standing, true, noSpillover);
return SetReputation(factionEntry, standing, true, spillOverOnly, noSpillover);
}
void SetVisible(FactionTemplateEntry const* factionTemplateEntry);
@@ -144,7 +144,7 @@ class TC_GAME_API ReputationMgr
private: // internal helper functions
void Initialize();
uint32 GetDefaultStateFlags(FactionEntry const* factionEntry) const;
bool SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental, bool noSpillover);
bool SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental, bool spillOverOnly, bool noSpillover);
void SetVisible(FactionState* faction);
void SetAtWar(FactionState* faction, bool atWar) const;
void SetInactive(FactionState* faction, bool inactive) const;