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feat(Core/Time): Implement saparated manager for game time (#8630)
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@@ -20,6 +20,7 @@
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// TODO: Add proper implement of achievement
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#include "BattlefieldWG.h"
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#include "GameTime.h"
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#include "MapMgr.h"
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#include "Opcodes.h"
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#include "Player.h"
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@@ -76,8 +77,9 @@ bool BattlefieldWG::SetupBattlefield()
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SetGraveyardNumber(BATTLEFIELD_WG_GRAVEYARD_MAX);
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// Load from db
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if ((sWorld->getWorldState(BATTLEFIELD_WG_WORLD_STATE_ACTIVE) == 0) && (sWorld->getWorldState(BATTLEFIELD_WG_WORLD_STATE_DEFENDER) == 0)
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&& (sWorld->getWorldState(ClockWorldState[0]) == 0))
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if (!sWorld->getWorldState(BATTLEFIELD_WG_WORLD_STATE_ACTIVE) &&
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!sWorld->getWorldState(BATTLEFIELD_WG_WORLD_STATE_DEFENDER) &&
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!sWorld->getWorldState(ClockWorldState[0]))
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{
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sWorld->setWorldState(BATTLEFIELD_WG_WORLD_STATE_ACTIVE, uint64(false));
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sWorld->setWorldState(BATTLEFIELD_WG_WORLD_STATE_DEFENDER, uint64(urand(0, 1)));
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@@ -889,7 +891,7 @@ void BattlefieldWG::FillInitialWorldStates(WorldPacket& data)
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data << uint32(BATTLEFIELD_WG_WORLD_STATE_SHOW_WORLDSTATE) << uint32(IsWarTime() ? 1 : 0);
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for (uint32 i = 0; i < 2; ++i)
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data << ClockWorldState[i] << uint32(time(nullptr) + (m_Timer / 1000));
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data << ClockWorldState[i] << uint32(GameTime::GetGameTime().count() + (m_Timer / 1000));
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data << uint32(BATTLEFIELD_WG_WORLD_STATE_VEHICLE_H) << uint32(GetData(BATTLEFIELD_WG_DATA_VEHICLE_H));
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data << uint32(BATTLEFIELD_WG_WORLD_STATE_MAX_VEHICLE_H) << GetData(BATTLEFIELD_WG_DATA_MAX_VEHICLE_H);
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