30 auto sendIsPoiValid = [
this](
uint32 adventureMapPoiId,
bool isVisible) ->
void
41 sendIsPoiValid(entry->
ID,
false);
47 sendIsPoiValid(entry->
ID,
false);
51 sendIsPoiValid(entry->
ID,
true);
62 return adventureMap->QuestID == uint32(startQuest.QuestID) && _player->MeetPlayerCondition(adventureMap->PlayerConditionID);
DB2Storage< AdventureMapPOIEntry > sAdventureMapPOIStore("AdventureMapPOI.db2", &AdventureMapPoiLoadInfo::Instance)
bool MeetPlayerCondition(uint32 conditionId) const
void AddQuestAndCheckCompletion(Quest const *quest, Object *questGiver)
bool CanTakeQuest(Quest const *quest, bool msg) const
WorldPacket const * Write() override
void HandleCheckIsAdventureMapPoiValid(WorldPackets::AdventureMap::CheckIsAdventureMapPoiValid &CheckIsAdventureMapPoiValid)
void SendPacket(WorldPacket const *packet, bool forced=false)
Send a packet to the client.
void HandleAdventureMapStartQuest(WorldPackets::AdventureMap::AdventureMapStartQuest &startQuest)