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Codestyle and improved logging for crossfaction
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@@ -58,7 +58,8 @@ void CrossFaction::UpdatePlayerTeam(Group* group, uint64 guid, bool reset /* = f
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{
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uint8 raceid = itr->second;
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ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(raceid);
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if (rEntry) {
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if (rEntry)
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{
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player->setFaction(rEntry->FactionID);
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player->setTeamId(Player::TeamIdForRace(raceid));
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return;
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@@ -81,7 +82,7 @@ void CrossFaction::UpdatePlayerTeam(Group* group, uint64 guid, bool reset /* = f
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void CrossFaction::LoadConfig(bool reload)
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{
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sLog->outError("Loading Crossfaction disable rules...");
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sLog->outError("CROSSFACTION: Loading disable rules...");
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if (reload)
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{
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mapDisable.clear();
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@@ -128,19 +129,26 @@ void CrossFaction::LoadConfig(bool reload)
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while (areaResult->NextRow());
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}
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sLog->outError("%u maps, %u zones, %u areas have been disabled for crossfaction ", mapcount,zonecount,areacount);
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sLog->outError("CROSSFACTION: %u maps, %u zones, %u areas have been disabled for crossfaction ", mapcount,zonecount,areacount);
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sLog->outError("Loading offline group leaders...");
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sLog->outError("CROSSFACTION: loading offline group leaders...");
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LeaderRaceMap.clear();
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QueryResult groupResult = CharacterDatabase.PQuery("SELECT c.guid, c.race from characters c, groups g where g.leaderguid = c.guid");
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uint32 leaderCount = 0;
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if (groupResult)
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{
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while (groupResult->NextRow()) {
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while (groupResult->NextRow())
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{
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LeaderRaceMap[(*groupResult)[0].GetUInt64()] = (*groupResult)[0].GetUInt8();
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leaderCount++;
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}
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}
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sLog->outError("CROSSFACTION: loaded %u group leaders",leaderCount);
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}
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// This function is used to retrieve
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