Core/Auras: Implemented SPELL_AURA_SET_FFA_PVP
Port From (https://github.com/TrinityCore/TrinityCore/commit/c57b012ee4e75dfb4c3d29b6c5f2308ae559aec4)
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@@ -631,7 +631,7 @@ namespace Game.Entities
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// @todo should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller and controlled?
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// no, we shouldn't, those are checked for affecting player by client
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if (!pvpInfo.IsInNoPvPArea && !IsGameMaster()
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&& (pvpInfo.IsInFFAPvPArea || Global.WorldMgr.IsFFAPvPRealm()))
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&& (pvpInfo.IsInFFAPvPArea || Global.WorldMgr.IsFFAPvPRealm() || HasAuraType(AuraType.SetFFAPvp)))
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{
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if (!IsFFAPvP())
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{
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@@ -6065,6 +6065,19 @@ namespace Game.Spells
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}
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}
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[AuraEffectHandler(AuraType.SetFFAPvp)]
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void HandleSetFFAPvP(AuraApplication aurApp, AuraEffectHandleModes mode, bool apply)
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{
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if (!mode.HasAnyFlag(AuraEffectHandleModes.Real))
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return;
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Player target = aurApp.GetTarget().ToPlayer();
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if (!target)
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return;
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target.UpdatePvPState(true);
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}
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[AuraEffectHandler(AuraType.ModOverrideZonePvpType)]
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void HandleModOverrideZonePVPType(AuraApplication aurApp, AuraEffectHandleModes mode, bool apply)
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{
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