Core: Update to 10.1.5
Port From (https://github.com/TrinityCore/TrinityCore/commit/0cea730fa23473a85c47451c3bd13df816f2b6e4)
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@@ -107,6 +107,7 @@ namespace Game.DataStorage
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ChrSpecializationStorage = ReadDB2<ChrSpecializationRecord>("ChrSpecialization.db2", HotfixStatements.SEL_CHR_SPECIALIZATION, HotfixStatements.SEL_CHR_SPECIALIZATION_LOCALE);
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CinematicCameraStorage = ReadDB2<CinematicCameraRecord>("CinematicCamera.db2", HotfixStatements.SEL_CINEMATIC_CAMERA);
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CinematicSequencesStorage = ReadDB2<CinematicSequencesRecord>("CinematicSequences.db2", HotfixStatements.SEL_CINEMATIC_SEQUENCES);
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ConditionalChrModelStorage = ReadDB2<ConditionalChrModelRecord>("ConditionalChrModel.db2", HotfixStatements.SEL_CONDITIONAL_CHR_MODEL);
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ConditionalContentTuningStorage = ReadDB2<ConditionalContentTuningRecord>("ConditionalContentTuning.db2", HotfixStatements.SEL_CONDITIONAL_CONTENT_TUNING);
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ContentTuningStorage = ReadDB2<ContentTuningRecord>("ContentTuning.db2", HotfixStatements.SEL_CONTENT_TUNING);
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ContentTuningXExpectedStorage = ReadDB2<ContentTuningXExpectedRecord>("ContentTuningXExpected.db2", HotfixStatements.SEL_CONTENT_TUNING_X_EXPECTED);
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@@ -539,6 +540,7 @@ namespace Game.DataStorage
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public static DB6Storage<ChrSpecializationRecord> ChrSpecializationStorage;
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public static DB6Storage<CinematicCameraRecord> CinematicCameraStorage;
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public static DB6Storage<CinematicSequencesRecord> CinematicSequencesStorage;
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public static DB6Storage<ConditionalChrModelRecord> ConditionalChrModelStorage;
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public static DB6Storage<ConditionalContentTuningRecord> ConditionalContentTuningStorage;
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public static DB6Storage<ContentTuningRecord> ContentTuningStorage;
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public static DB6Storage<ContentTuningXExpectedRecord> ContentTuningXExpectedStorage;
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@@ -3,6 +3,7 @@
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using Framework.Constants;
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using Framework.Database;
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using Game.Miscellaneous;
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using Game.Networking;
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using System;
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using System.Collections;
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@@ -1830,7 +1831,8 @@ namespace Game.DataStorage
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var bounds = _skillRaceClassInfoBySkill.LookupByKey(skill);
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foreach (var skllRaceClassInfo in bounds)
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{
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if (skllRaceClassInfo.RaceMask != 0 && !Convert.ToBoolean(skllRaceClassInfo.RaceMask & SharedConst.GetMaskForRace(race)))
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var raceMask = new RaceMask<long>(skllRaceClassInfo.RaceMask);
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if (!raceMask.IsEmpty() && !raceMask.HasRace(race))
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continue;
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if (skllRaceClassInfo.ClassMask != 0 && !Convert.ToBoolean(skllRaceClassInfo.ClassMask & (1 << ((byte)class_ - 1))))
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continue;
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@@ -122,7 +122,7 @@ namespace Game.DataStorage
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public uint UwIntroSound;
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public byte FactionGroupMask;
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public float AmbientMultiplier;
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public byte MountFlags;
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public int MountFlags;
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public short PvpCombatWorldStateID;
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public byte WildBattlePetLevelMin;
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public byte WildBattlePetLevelMax;
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@@ -183,6 +183,7 @@ namespace Game.DataStorage
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public sealed class ChrCustomizationReqRecord
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{
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public uint Id;
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public long RaceMask;
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public string ReqSource;
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public int Flags;
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public int ClassMask;
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@@ -329,6 +330,16 @@ namespace Game.DataStorage
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public ushort[] Camera = new ushort[8];
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}
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public sealed class ConditionalChrModelRecord
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{
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public uint Id;
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public uint ChrModelID; // This is the PK
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public int ChrCustomizationReqID;
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public int PlayerConditionID;
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public int Flags;
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public int ChrCustomizationCategoryID;
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}
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public sealed class ConditionalContentTuningRecord
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{
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public uint Id;
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@@ -512,12 +523,12 @@ namespace Game.DataStorage
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public CriteriaType Type;
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public uint Asset;
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public uint ModifierTreeId;
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public byte StartEvent;
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public int StartEvent;
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public uint StartAsset;
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public ushort StartTimer;
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public byte FailEvent;
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public int FailEvent;
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public uint FailAsset;
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public byte Flags;
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public int Flags;
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public ushort EligibilityWorldStateID;
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public byte EligibilityWorldStateValue;
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@@ -530,7 +541,7 @@ namespace Game.DataStorage
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public string Description;
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public uint Parent;
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public uint Amount;
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public sbyte Operator;
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public int Operator;
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public uint CriteriaID;
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public int OrderIndex;
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public CriteriaTreeFlags Flags;
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@@ -21,6 +21,9 @@ namespace Game.DataStorage
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public short ObjectEffectPackageID;
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public float OverrideLootEffectScale;
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public float OverrideNameScale;
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public int AlternateDisplayType;
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public int ClientCreatureDisplayInfoID;
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public int ClientItemID;
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public Vector3 GeoBoxMin
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{
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@@ -16,7 +16,8 @@ namespace Game.DataStorage
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public UiMapType Type;
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public int BountySetID;
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public uint BountyDisplayLocation;
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public int VisibilityPlayerConditionID;
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public int VisibilityPlayerConditionID2; // if not met then map is skipped when evaluating UiMapAssignment
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public int VisibilityPlayerConditionID; // if not met then client checks other maps with the same AlternateUiMapGroup, not re-evaluating UiMapAssignment for them
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public sbyte HelpTextPosition;
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public int BkgAtlasID;
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public int AlternateUiMapGroup;
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