Core/Phasing: Implemented db spawns in personal phases
Port From (https://github.com/TrinityCore/TrinityCore/commit/8fabe5a3aacf7797f03d074ab8434f445be64955)
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@@ -230,6 +230,15 @@ namespace Game
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PersonalGuid.Clear();
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}
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public bool HasPersonalPhase()
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{
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foreach (PhaseRef phaseRef in GetPhases().Values)
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if (phaseRef.IsPersonal())
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return true;
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return false;
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}
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public bool HasPhase(uint phaseId) { return Phases.ContainsKey(phaseId); }
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public Dictionary<uint, PhaseRef> GetPhases() { return Phases; }
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@@ -239,6 +248,8 @@ namespace Game
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public bool HasUiWorldMapAreaIdSwap(uint uiWorldMapAreaId) { return UiMapPhaseIds.ContainsKey(uiWorldMapAreaId); }
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public Dictionary<uint, UiMapPhaseIdRef> GetUiMapPhaseIds() { return UiMapPhaseIds; }
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public ObjectGuid GetPersonalGuid() { return PersonalGuid; }
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public PhaseShiftFlags Flags = PhaseShiftFlags.Unphased;
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public ObjectGuid PersonalGuid;
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public Dictionary<uint, PhaseRef> Phases = new();
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@@ -261,6 +272,8 @@ namespace Game
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AreaConditions = conditions;
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}
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public bool IsPersonal() { return Flags.HasFlag(PhaseFlags.Personal); }
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public PhaseFlags Flags;
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public int References;
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public List<Condition> AreaConditions;
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