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authorxinef1 <w.szyszko2@gmail.com>2017-03-02 00:10:15 +0100
committerfunjoker <funjoker109@gmail.com>2020-04-27 12:25:52 +0200
commite36497aef57899f18e0d55c0640bfd96e2251a8e (patch)
treee7ec302ed4bb1bab1b68d4c3608c9ba0c2cdbdcf /src/server/game/Reputation/ReputationMgr.h
parent76dde4e3e98e5894f9c91798c9df47eaa985c795 (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.h8
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;