Core/Battlegrounds: Replaced overriding m_team with more fine grained approach
Port From (https://github.com/TrinityCore/TrinityCore/commit/55587694053583b4cb85be38a47563a9fdf77271)
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@@ -243,7 +243,7 @@ namespace Game
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return;
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}
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if (GetPlayer().GetTeam() != receiver.GetTeam() && !HasPermission(RBACPermissions.TwoSideInteractionChat) && !receiver.IsInWhisperWhiteList(sender.GetGUID()))
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if (GetPlayer().GetEffectiveTeam() != receiver.GetEffectiveTeam() && !HasPermission(RBACPermissions.TwoSideInteractionChat) && !receiver.IsInWhisperWhiteList(sender.GetGUID()))
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{
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SendChatPlayerNotfoundNotice(target);
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return;
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@@ -45,7 +45,7 @@ namespace Game
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InspectResult inspectResult = new();
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inspectResult.DisplayInfo.Initialize(player);
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if (GetPlayer().CanBeGameMaster() || WorldConfig.GetIntValue(WorldCfg.TalentsInspecting) + (GetPlayer().GetTeamId() == player.GetTeamId() ? 1 : 0) > 1)
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if (GetPlayer().CanBeGameMaster() || WorldConfig.GetIntValue(WorldCfg.TalentsInspecting) + (GetPlayer().GetEffectiveTeam() == player.GetEffectiveTeam() ? 1 : 0) > 1)
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{
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var talents = player.GetTalentMap(player.GetActiveTalentGroup());
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foreach (var v in talents)
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