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authorXanadu <none@none>2010-03-15 04:37:28 +0100
committerXanadu <none@none>2010-03-15 04:37:28 +0100
commitf9566e08ac05fd0f3cfca069e0fed4f885550efb (patch)
tree72c346ff95437a0318fc926e2f1c2ecfbbde081b /src/game/ObjectMgr.cpp
parent8cc3d2ad7f01cf5a707f72fbd6e7d79cb7c02f53 (diff)
Properly implemented CONDITION_ACHIEVEMENT for the DB gossip system.
--HG-- branch : trunk
Diffstat (limited to 'src/game/ObjectMgr.cpp')
-rw-r--r--src/game/ObjectMgr.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/game/ObjectMgr.cpp b/src/game/ObjectMgr.cpp
index e8967ef2f3e..d7970980cb9 100644
--- a/src/game/ObjectMgr.cpp
+++ b/src/game/ObjectMgr.cpp
@@ -47,6 +47,7 @@
#include "InstanceData.h" //for condition_instance_data
#include "GossipDef.h"
#include "Vehicle.h"
+#include "AchievementMgr.h"
INSTANTIATE_SINGLETON_1(ObjectMgr);
@@ -7728,7 +7729,7 @@ bool PlayerCondition::Meets(Player const * player) const
case CONDITION_ACHIEVEMENT:
{
AchievementEntry const* achievement = GetAchievementStore()->LookupEntry(value1);
- return (achievement,1);
+ return player->GetAchievementMgr().HasAchieved(achievement);
}
case CONDITION_TEAM:
return player->GetTeam() == value1;