Core/Battlefields: Refactor Battlefield creation to be linked to host map creation instead of having globally accessible objects
Port From (https://github.com/TrinityCore/TrinityCore/commit/073a036d84365dae60a70064eb67e68f0447bd72)
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@@ -443,7 +443,7 @@ namespace Game.Scripting
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public override bool IsDatabaseBound() { return true; }
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public virtual BattleField GetBattlefield() { return null; }
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public virtual BattleField GetBattlefield(Map map) { return null; }
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}
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public class BattlegroundScript : ScriptObject
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@@ -715,9 +715,9 @@ namespace Game.Scripting
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}
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//BattlefieldScript
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public BattleField CreateBattlefield(uint scriptId)
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public BattleField CreateBattlefield(uint scriptId, Map map)
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{
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return RunScriptRet<BattlefieldScript, BattleField>(p => p.GetBattlefield(), scriptId, null);
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return RunScriptRet<BattlefieldScript, BattleField>(p => p.GetBattlefield(map), scriptId, null);
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}
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//BattlegroundScript
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