Core/Battlegrounds: Rework queues
* No more copies of Battleground classes * FreesSlotQueues now have as key the MapId instead of queue id * Random queues can now popup already busy specific battelgrounds (queues are NOT merged) * Removed Holiday handling, this should already be handled in BattlegroundMgr::IsBGWeekend Port From (https://github.com/TrinityCore/TrinityCore/commit/0ede6c155605da602b3bafaa3a1212d9f924759b)
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@@ -49,7 +49,7 @@ namespace Game.Entities
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//PVP
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BgBattlegroundQueueID_Rec[] m_bgBattlegroundQueueID = new BgBattlegroundQueueID_Rec[SharedConst.MaxPlayerBGQueues];
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BGData m_bgData;
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public BGData m_bgData;
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bool m_IsBGRandomWinner;
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public PvPInfo pvpInfo;
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uint m_ArenaTeamIdInvited;
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@@ -583,6 +583,7 @@ namespace Game.Entities
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public uint[] taxiPath = new uint[2];
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public WorldLocation joinPos; //< From where player entered BG
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public BattlegroundQueueTypeId queueId;
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public void ClearTaxiPath() { taxiPath[0] = taxiPath[1] = 0; }
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public bool HasTaxiPath() { return taxiPath[0] != 0 && taxiPath[1] != 0; }
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