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feat(Core/Players): PlayerFlag helpers (#11294)
* feat(Core/Players): PlayerFlag helpers * Update Player.h * fix build
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@@ -9674,7 +9674,7 @@ ReputationRank Unit::GetReactionTo(Unit const* target, bool checkOriginalFaction
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{
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// check contested flags
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if (targetFactionTemplateEntry->factionFlags & FACTION_TEMPLATE_FLAG_ATTACK_PVP_ACTIVE_PLAYERS
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&& selfPlayerOwner->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP))
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&& selfPlayerOwner->HasPlayerFlag(PLAYER_FLAGS_CONTESTED_PVP))
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return REP_HOSTILE;
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// if faction has reputation, hostile state depends only from AtWar state
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@@ -9747,7 +9747,7 @@ ReputationRank Unit::GetFactionReactionTo(FactionTemplateEntry const* factionTem
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{
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// check contested flags
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if (factionTemplateEntry->factionFlags & FACTION_TEMPLATE_FLAG_ATTACK_PVP_ACTIVE_PLAYERS
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&& targetPlayerOwner->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP))
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&& targetPlayerOwner->HasPlayerFlag(PLAYER_FLAGS_CONTESTED_PVP))
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return REP_HOSTILE;
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if (ReputationRank const* repRank = targetPlayerOwner->GetReputationMgr().GetForcedRankIfAny(factionTemplateEntry))
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return *repRank;
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@@ -13251,7 +13251,7 @@ bool Unit::_IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell, Wo
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if (Player const* playerAttacker = ToPlayer())
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{
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if (playerAttacker->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_UBER) || playerAttacker->IsSpectator())
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if (playerAttacker->HasPlayerFlag(PLAYER_FLAGS_UBER) || playerAttacker->IsSpectator())
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return false;
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}
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// check flags
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@@ -16778,7 +16778,7 @@ void Unit::SetContestedPvP(Player* attackedPlayer, bool lookForNearContestedGuar
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if (!player->HasUnitState(UNIT_STATE_ATTACK_PLAYER))
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{
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player->AddUnitState(UNIT_STATE_ATTACK_PLAYER);
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player->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
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player->SetPlayerFlag(PLAYER_FLAGS_CONTESTED_PVP);
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// call MoveInLineOfSight for nearby contested guards
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AddToNotify(NOTIFY_AI_RELOCATION);
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}
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