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Core/Condition: Implemented condition CONDITION_PRIVATE_OBJECT (#29136)
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@@ -629,6 +629,11 @@ bool Condition::Meets(ConditionSourceInfo& sourceInfo) const
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condMeets = ConditionMgr::IsPlayerMeetingCondition(player, playerCondition);
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break;
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}
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case CONDITION_PRIVATE_OBJECT:
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{
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condMeets = !object->GetPrivateObjectOwner().IsEmpty();
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break;
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}
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default:
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break;
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}
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@@ -841,6 +846,9 @@ uint32 Condition::GetSearcherTypeMaskForCondition() const
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case CONDITION_PLAYER_CONDITION:
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mask |= GRID_MAP_TYPE_MASK_PLAYER;
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break;
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case CONDITION_PRIVATE_OBJECT:
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mask |= GRID_MAP_TYPE_MASK_ALL & ~GRID_MAP_TYPE_MASK_PLAYER;
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break;
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default:
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ABORT_MSG("Condition::GetSearcherTypeMaskForCondition - missing condition handling!");
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break;
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@@ -2697,6 +2705,7 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond) const
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case CONDITION_CHARMED:
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case CONDITION_TAXI:
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case CONDITION_GAMEMASTER:
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case CONDITION_PRIVATE_OBJECT:
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break;
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case CONDITION_DIFFICULTY_ID:
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if (!sDifficultyStore.LookupEntry(cond->ConditionValue1))
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@@ -114,6 +114,7 @@ enum ConditionTypes
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CONDITION_SCENARIO_STEP = 54, // ScenarioStepId 0 0 true if player is at scenario with current step equal to ScenarioStepID
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CONDITION_SCENE_IN_PROGRESS = 55, // SceneScriptPackageId 0 0 true if player is playing a scene with ScriptPackageId equal to given value
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CONDITION_PLAYER_CONDITION = 56, // PlayerConditionId 0 0 true if player satisfies PlayerCondition
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CONDITION_PRIVATE_OBJECT = 57, // 0 0 0 true if entity is private object
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CONDITION_MAX
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};
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