Core/Entities: Remove phasemask

This commit is contained in:
hondacrx
2018-01-10 22:26:47 -05:00
parent ae9b786784
commit 79980e3dd2
21 changed files with 41 additions and 67 deletions
+3 -4
View File
@@ -240,7 +240,6 @@ namespace Game.Chat
{
// Get ALL the variables!
Player playerTarget;
uint phase = 0;
ObjectGuid guidTarget;
string nameTarget;
string zoneName = "";
@@ -317,11 +316,12 @@ namespace Game.Chat
// Check if iterator is online. If is...
Player p = Global.ObjAccessor.FindPlayer(slot.guid);
string phases = "";
if (p && p.IsInWorld)
{
// ... than, it prints information like "is online", where he is, etc...
onlineState = "online";
phase = (!p.IsGameMaster() ? p.GetPhaseMask() : uint.MaxValue);
phases = string.Join(", ", p.GetPhases());
AreaTableRecord area = CliDB.AreaTableStorage.LookupByKey(p.GetAreaId());
if (area != null)
@@ -336,12 +336,11 @@ namespace Game.Chat
// ... else, everything is set to offline or neutral values.
zoneName = "<ERROR>";
onlineState = "Offline";
phase = 0;
}
// Now we can print those informations for every single member of each group!
handler.SendSysMessage(CypherStrings.GroupPlayerNameGuid, slot.name, onlineState,
zoneName, phase, slot.guid.ToString(), flags, LFGQueue.GetRolesString(slot.roles));
zoneName, phases, slot.guid.ToString(), flags, LFGQueue.GetRolesString(slot.roles));
}
// And finish after every iterator is done.