Core/Conditions: Added CONDITION_SCENE_IN_PROGRESS, useful for cases where you need phase things when a scene is in progress.

Port From (https://github.com/TrinityCore/TrinityCore/commit/bd401af0912eca2c938b6dd93fdb7689b9146c89)
This commit is contained in:
hondacrx
2022-06-24 21:43:24 -04:00
parent d4f5f39a46
commit c81639bf56
3 changed files with 21 additions and 1 deletions
+9
View File
@@ -411,6 +411,12 @@ namespace Game.Conditions
}
break;
}
case ConditionTypes.SceneInProgress:
{
if (player != null)
condMeets = player.GetSceneMgr().GetActiveSceneCount(ConditionValue1) > 0;
break;
}
default:
condMeets = false;
break;
@@ -527,6 +533,9 @@ namespace Game.Conditions
case ConditionTypes.ScenarioStep:
mask |= GridMapTypeMask.All;
break;
case ConditionTypes.SceneInProgress:
mask |= GridMapTypeMask.Player;
break;
default:
Cypher.Assert(false, "Condition.GetSearcherTypeMaskForCondition - missing condition handling!");
break;