Core/Battlegrounds: Replaced overriding m_team with more fine grained approach

Port From (https://github.com/TrinityCore/TrinityCore/commit/55587694053583b4cb85be38a47563a9fdf77271)
This commit is contained in:
hondacrx
2022-05-31 13:45:46 -04:00
parent 014c4b9c54
commit dfee7691f7
22 changed files with 109 additions and 100 deletions
@@ -427,7 +427,7 @@ namespace Game.BattleGrounds.Zones
return;
}
int teamIndex = GetTeamIndexByTeamId(source.GetTeam());
int teamIndex = GetTeamIndexByTeamId(GetPlayerTeam(source.GetGUID()));
// Check if player really could use this banner, not cheated
if (!(m_Nodes[node] == 0 || teamIndex == (int)m_Nodes[node] % 2))
@@ -639,7 +639,7 @@ namespace Game.BattleGrounds.Zones
public override WorldSafeLocsEntry GetClosestGraveYard(Player player)
{
int teamIndex = GetTeamIndexByTeamId(player.GetTeam());
int teamIndex = GetTeamIndexByTeamId(GetPlayerTeam(player.GetGUID()));
// Is there any occupied node for this team?
List<byte> nodes = new();
@@ -716,7 +716,7 @@ namespace Game.BattleGrounds.Zones
switch ((BattlegroundCriteriaId)criteriaId)
{
case BattlegroundCriteriaId.ResilientVictory:
return m_TeamScores500Disadvantage[GetTeamIndexByTeamId(player.GetTeam())];
return m_TeamScores500Disadvantage[GetTeamIndexByTeamId(GetPlayerTeam(player.GetGUID()))];
}
return base.CheckAchievementCriteriaMeet(criteriaId, player, target, miscvalue);