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authorAntonio Martín Berti <15972392+BertiRean@users.noreply.github.com>2022-06-21 18:26:07 -0300
committerGitHub <noreply@github.com>2022-06-21 23:26:07 +0200
commitbd401af0912eca2c938b6dd93fdb7689b9146c89 (patch)
treee484bbb5a68c931c84da78d089bd630eb69df819 /src/server/game/Conditions/ConditionMgr.h
parentae6b9e6c41f882f6c0a48a6352b73b3ae098e012 (diff)
Core/Conditions: Added CONDITION_SCENE_IN_PROGRESS, useful for cases where you need phase things when a scene is in progress. (#28011)
Diffstat (limited to 'src/server/game/Conditions/ConditionMgr.h')
-rw-r--r--src/server/game/Conditions/ConditionMgr.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/server/game/Conditions/ConditionMgr.h b/src/server/game/Conditions/ConditionMgr.h
index 501fb351af1..1408bbe77f5 100644
--- a/src/server/game/Conditions/ConditionMgr.h
+++ b/src/server/game/Conditions/ConditionMgr.h
@@ -111,6 +111,7 @@ enum ConditionTypes
CONDITION_TYPE_MASK = 52, // TypeMask 0 0 true if object is type object's TypeMask matches provided TypeMask
CONDITION_BATTLE_PET_COUNT = 53, // SpecieId count ComparisonType true if player has `count` of battle pet species
CONDITION_SCENARIO_STEP = 54, // ScenarioStepId 0 0 true if player is at scenario with current step equal to ScenarioStepID
+ CONDITION_SCENE_IN_PROGRESS = 55, // SceneScriptPackageId 0 0 true if player is playing a scene with ScriptPackageId equal to given value
CONDITION_MAX
};