diff options
author | Xanadu <none@none> | 2010-03-15 04:37:28 +0100 |
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committer | Xanadu <none@none> | 2010-03-15 04:37:28 +0100 |
commit | f9566e08ac05fd0f3cfca069e0fed4f885550efb (patch) | |
tree | 72c346ff95437a0318fc926e2f1c2ecfbbde081b /src/game/ObjectMgr.cpp | |
parent | 8cc3d2ad7f01cf5a707f72fbd6e7d79cb7c02f53 (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.cpp | 3 |
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; |