diff options
author | xinef1 <w.szyszko2@gmail.com> | 2017-03-02 00:10:15 +0100 |
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committer | funjoker <funjoker109@gmail.com> | 2020-04-27 12:25:52 +0200 |
commit | e36497aef57899f18e0d55c0640bfd96e2251a8e (patch) | |
tree | e7ec302ed4bb1bab1b68d4c3608c9ba0c2cdbdcf /src/server/game/Reputation/ReputationMgr.h | |
parent | 76dde4e3e98e5894f9c91798c9df47eaa985c795 (diff) |
Core/Misc: Always reward all necessary reputations on creature kill (#19106)
(cherry picked from commit fb2aebe46be7439a8f9b99067edb27fd844c1a28)
Diffstat (limited to 'src/server/game/Reputation/ReputationMgr.h')
-rw-r--r-- | src/server/game/Reputation/ReputationMgr.h | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Reputation/ReputationMgr.h b/src/server/game/Reputation/ReputationMgr.h index 3ad0958107c..ffc9ad826b5 100644 --- a/src/server/game/Reputation/ReputationMgr.h +++ b/src/server/game/Reputation/ReputationMgr.h @@ -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; |