Core/Battlegrounds: Replaced overriding m_team with more fine grained approach
Port From (https://github.com/TrinityCore/TrinityCore/commit/55587694053583b4cb85be38a47563a9fdf77271)
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@@ -427,7 +427,7 @@ namespace Game.BattleGrounds.Zones
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return;
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}
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int teamIndex = GetTeamIndexByTeamId(source.GetTeam());
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int teamIndex = GetTeamIndexByTeamId(GetPlayerTeam(source.GetGUID()));
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// Check if player really could use this banner, not cheated
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if (!(m_Nodes[node] == 0 || teamIndex == (int)m_Nodes[node] % 2))
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@@ -639,7 +639,7 @@ namespace Game.BattleGrounds.Zones
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public override WorldSafeLocsEntry GetClosestGraveYard(Player player)
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{
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int teamIndex = GetTeamIndexByTeamId(player.GetTeam());
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int teamIndex = GetTeamIndexByTeamId(GetPlayerTeam(player.GetGUID()));
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// Is there any occupied node for this team?
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List<byte> nodes = new();
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@@ -716,7 +716,7 @@ namespace Game.BattleGrounds.Zones
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switch ((BattlegroundCriteriaId)criteriaId)
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{
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case BattlegroundCriteriaId.ResilientVictory:
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return m_TeamScores500Disadvantage[GetTeamIndexByTeamId(player.GetTeam())];
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return m_TeamScores500Disadvantage[GetTeamIndexByTeamId(GetPlayerTeam(player.GetGUID()))];
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}
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return base.CheckAchievementCriteriaMeet(criteriaId, player, target, miscvalue);
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