Core/WorldStates: Migrate OutdoorPvP worldstates to new system
Port From (https://github.com/TrinityCore/TrinityCore/commit/36ff703df55704265a28e28f4ea9f9cdcb54e85c)
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@@ -73,20 +73,14 @@ namespace Game.PvP
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return objective_changed;
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}
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public void SendUpdateWorldState(uint field, uint value)
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public int GetWorldState(int worldStateId)
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{
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if (m_sendUpdate)
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{
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for (int i = 0; i < 2; ++i)
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{
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foreach (var guid in m_players[i])
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{
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Player player = Global.ObjAccessor.FindPlayer(guid);
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if (player)
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player.SendUpdateWorldState(field, value);
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}
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}
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}
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return Global.WorldStateMgr.GetValue(worldStateId, m_map);
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}
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public void SetWorldState(int worldStateId, int value)
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{
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Global.WorldStateMgr.SetValue(worldStateId, value, false, m_map);
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}
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public virtual void HandleKill(Player killer, Unit killed)
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@@ -264,8 +258,6 @@ namespace Game.PvP
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}
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}
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public virtual void FillInitialWorldStates(InitWorldStates data) { }
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// setup stuff
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public virtual bool SetupOutdoorPvP() { return true; }
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@@ -672,8 +664,6 @@ namespace Game.PvP
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return -1;
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}
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public virtual void FillInitialWorldStates(InitWorldStates data) { }
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public virtual void ChangeState() { }
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public virtual void ChangeTeam(uint oldTeam) { }
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