Core/Achievements: Greatly optimize achievement system by splitting large types by miscvalue
Port From (https://github.com/TrinityCore/TrinityCore/commit/38d3c5ed16dd502471d810638fe21d90f8e0c7a6)
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@@ -1710,7 +1710,7 @@ namespace Game.Entities
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// only for full equip instead adding to stack
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UpdateCriteria(CriteriaTypes.EquipItem, pItem.GetEntry());
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UpdateCriteria(CriteriaTypes.EquipEpicItem, pItem.GetEntry(), slot);
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UpdateCriteria(CriteriaTypes.EquipEpicItem, slot, pItem.GetEntry());
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return pItem;
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}
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@@ -1836,7 +1836,7 @@ namespace Game.Entities
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CheckTitanGripPenalty();
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UpdateCriteria(CriteriaTypes.EquipItem, pItem.GetEntry());
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UpdateCriteria(CriteriaTypes.EquipEpicItem, pItem.GetEntry(), slot);
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UpdateCriteria(CriteriaTypes.EquipEpicItem, slot, pItem.GetEntry());
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}
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}
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public void SendEquipError(InventoryResult msg, Item item1 = null, Item item2 = null, uint itemId = 0)
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@@ -6330,7 +6330,7 @@ namespace Game.Entities
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{
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SetUpdateFieldFlagValue(ref m_values.ModifyValue(m_activePlayerData).ModifyValue(m_activePlayerData.ExploredZones, (int)offset), val);
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UpdateCriteria(CriteriaTypes.ExploreArea);
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UpdateCriteria(CriteriaTypes.ExploreArea, GetAreaId());
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if (areaEntry.ExplorationLevel > 0)
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{
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