Core/Entities: Remove phasemask
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@@ -240,7 +240,6 @@ namespace Game.Chat
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{
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// Get ALL the variables!
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Player playerTarget;
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uint phase = 0;
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ObjectGuid guidTarget;
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string nameTarget;
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string zoneName = "";
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@@ -317,11 +316,12 @@ namespace Game.Chat
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// Check if iterator is online. If is...
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Player p = Global.ObjAccessor.FindPlayer(slot.guid);
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string phases = "";
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if (p && p.IsInWorld)
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{
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// ... than, it prints information like "is online", where he is, etc...
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onlineState = "online";
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phase = (!p.IsGameMaster() ? p.GetPhaseMask() : uint.MaxValue);
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phases = string.Join(", ", p.GetPhases());
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AreaTableRecord area = CliDB.AreaTableStorage.LookupByKey(p.GetAreaId());
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if (area != null)
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@@ -336,12 +336,11 @@ namespace Game.Chat
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// ... else, everything is set to offline or neutral values.
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zoneName = "<ERROR>";
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onlineState = "Offline";
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phase = 0;
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}
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// Now we can print those informations for every single member of each group!
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handler.SendSysMessage(CypherStrings.GroupPlayerNameGuid, slot.name, onlineState,
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zoneName, phase, slot.guid.ToString(), flags, LFGQueue.GetRolesString(slot.roles));
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zoneName, phases, slot.guid.ToString(), flags, LFGQueue.GetRolesString(slot.roles));
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}
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// And finish after every iterator is done.
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