Fixes to all-reputation and all-skill custom option handling:
Port From (https://github.com/TrinityCore/TrinityCore/commit/2d191a668019703cf0e32700c586e94679ea04c7)
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@@ -183,14 +183,15 @@ namespace Game
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SetFactionStanding setFactionStanding = new SetFactionStanding();
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setFactionStanding.ReferAFriendBonus = 0.0f;
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setFactionStanding.BonusFromAchievementSystem = 0.0f;
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setFactionStanding.Faction.Add(new FactionStandingData((int)faction.ReputationListID, faction.Standing));
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if (faction != null)
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setFactionStanding.Faction.Add(new FactionStandingData((int)faction.ReputationListID, faction.Standing));
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foreach (var state in _factions.Values)
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{
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if (state.needSend)
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{
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state.needSend = false;
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if (state.ReputationListID != faction.ReputationListID)
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if (faction == null || state.ReputationListID != faction.ReputationListID)
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setFactionStanding.Faction.Add(new FactionStandingData((int)state.ReputationListID, state.Standing));
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}
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}
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@@ -216,12 +217,6 @@ namespace Game
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_player.SendPacket(initFactions);
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}
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void SendStates()
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{
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foreach (var faction in _factions)
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SendState(faction.Value);
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}
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public void SendVisible(FactionState faction, bool visible = true)
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{
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if (_player.GetSession().PlayerLoading())
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