TrinityCore
ConditionMgr.h File Reference
#include "Define.h"
#include "Hash.h"
#include <array>
#include <string>
#include <unordered_map>
#include <unordered_set>
#include <vector>
+ Include dependency graph for ConditionMgr.h:
+ This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Classes

struct  ConditionSourceInfo
 
struct  Condition
 
class  ConditionMgr
 
struct  ConditionMgr::ConditionTypeInfo
 

Macros

#define sConditionMgr   ConditionMgr::instance()
 

Typedefs

typedef std::vector< Condition * > ConditionContainer
 
typedef std::unordered_map< uint32, ConditionContainerConditionsByEntryMap
 
typedef std::array< ConditionsByEntryMap, CONDITION_SOURCE_TYPE_MAXConditionEntriesByTypeArray
 
typedef std::unordered_map< uint32, ConditionsByEntryMapConditionEntriesByCreatureIdMap
 
typedef std::unordered_map< std::pair< int32, uint32 >, ConditionsByEntryMapSmartEventConditionContainer
 
typedef std::unordered_map< uint32, ConditionContainerConditionReferenceContainer
 
typedef std::unordered_map< std::pair< int32, bool >, ConditionContainerConditionEntriesByAreaTriggerIdMap
 

Enumerations

enum  ConditionTypes {
  ConditionTypes::CONDITION_NONE = 0, ConditionTypes::CONDITION_AURA = 1, ConditionTypes::CONDITION_ITEM = 2, ConditionTypes::CONDITION_ITEM_EQUIPPED = 3,
  ConditionTypes::CONDITION_ZONEID = 4, ConditionTypes::CONDITION_REPUTATION_RANK = 5, ConditionTypes::CONDITION_TEAM = 6, ConditionTypes::CONDITION_SKILL = 7,
  ConditionTypes::CONDITION_QUESTREWARDED = 8, ConditionTypes::CONDITION_QUESTTAKEN = 9, ConditionTypes::CONDITION_DRUNKENSTATE = 10, ConditionTypes::CONDITION_WORLD_STATE = 11,
  ConditionTypes::CONDITION_ACTIVE_EVENT = 12, ConditionTypes::CONDITION_INSTANCE_INFO = 13, ConditionTypes::CONDITION_QUEST_NONE = 14, ConditionTypes::CONDITION_CLASS = 15,
  ConditionTypes::CONDITION_RACE = 16, ConditionTypes::CONDITION_ACHIEVEMENT = 17, ConditionTypes::CONDITION_TITLE = 18, ConditionTypes::CONDITION_SPAWNMASK_DEPRECATED = 19,
  ConditionTypes::CONDITION_GENDER = 20, ConditionTypes::CONDITION_UNIT_STATE = 21, ConditionTypes::CONDITION_MAPID = 22, ConditionTypes::CONDITION_AREAID = 23,
  ConditionTypes::CONDITION_CREATURE_TYPE = 24, ConditionTypes::CONDITION_SPELL = 25, ConditionTypes::CONDITION_PHASEID = 26, ConditionTypes::CONDITION_LEVEL = 27,
  ConditionTypes::CONDITION_QUEST_COMPLETE = 28, ConditionTypes::CONDITION_NEAR_CREATURE = 29, ConditionTypes::CONDITION_NEAR_GAMEOBJECT = 30, ConditionTypes::CONDITION_OBJECT_ENTRY_GUID_LEGACY = 31,
  ConditionTypes::CONDITION_TYPE_MASK_LEGACY = 32, ConditionTypes::CONDITION_RELATION_TO = 33, ConditionTypes::CONDITION_REACTION_TO = 34, ConditionTypes::CONDITION_DISTANCE_TO = 35,
  ConditionTypes::CONDITION_ALIVE = 36, ConditionTypes::CONDITION_HP_VAL = 37, ConditionTypes::CONDITION_HP_PCT = 38, ConditionTypes::CONDITION_REALM_ACHIEVEMENT = 39,
  ConditionTypes::CONDITION_IN_WATER = 40, ConditionTypes::CONDITION_TERRAIN_SWAP = 41, ConditionTypes::CONDITION_STAND_STATE = 42, ConditionTypes::CONDITION_DAILY_QUEST_DONE = 43,
  ConditionTypes::CONDITION_CHARMED = 44, ConditionTypes::CONDITION_PET_TYPE = 45, ConditionTypes::CONDITION_TAXI = 46, ConditionTypes::CONDITION_QUESTSTATE = 47,
  ConditionTypes::CONDITION_QUEST_OBJECTIVE_PROGRESS = 48, ConditionTypes::CONDITION_DIFFICULTY_ID = 49, ConditionTypes::CONDITION_GAMEMASTER = 50, ConditionTypes::CONDITION_OBJECT_ENTRY_GUID = 51,
  ConditionTypes::CONDITION_TYPE_MASK = 52, ConditionTypes::CONDITION_BATTLE_PET_COUNT = 53, ConditionTypes::CONDITION_SCENARIO_STEP = 54, ConditionTypes::CONDITION_SCENE_IN_PROGRESS = 55,
  ConditionTypes::CONDITION_MAX
}
 
enum  ConditionSourceType {
  CONDITION_SOURCE_TYPE_NONE = 0, CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE = 1, CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE = 2, CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE = 3,
  CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE = 4, CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE = 5, CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE = 6, CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE = 7,
  CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE = 8, CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE = 9, CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE = 10, CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE = 11,
  CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE = 12, CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET = 13, CONDITION_SOURCE_TYPE_GOSSIP_MENU = 14, CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION = 15,
  CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE = 16, CONDITION_SOURCE_TYPE_SPELL = 17, CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT = 18, CONDITION_SOURCE_TYPE_QUEST_AVAILABLE = 19,
  CONDITION_SOURCE_TYPE_VEHICLE_SPELL = 21, CONDITION_SOURCE_TYPE_SMART_EVENT = 22, CONDITION_SOURCE_TYPE_NPC_VENDOR = 23, CONDITION_SOURCE_TYPE_SPELL_PROC = 24,
  CONDITION_SOURCE_TYPE_TERRAIN_SWAP = 25, CONDITION_SOURCE_TYPE_PHASE = 26, CONDITION_SOURCE_TYPE_GRAVEYARD = 27, CONDITION_SOURCE_TYPE_AREATRIGGER = 28,
  CONDITION_SOURCE_TYPE_CONVERSATION_LINE = 29, CONDITION_SOURCE_TYPE_AREATRIGGER_CLIENT_TRIGGERED = 30, CONDITION_SOURCE_TYPE_TRAINER_SPELL = 31, CONDITION_SOURCE_TYPE_OBJECT_ID_VISIBILITY = 32,
  CONDITION_SOURCE_TYPE_SPAWN_GROUP = 33, CONDITION_SOURCE_TYPE_MAX = 34
}
 
enum  RelationType {
  RELATION_SELF = 0, RELATION_IN_PARTY, RELATION_IN_RAID_OR_PARTY, RELATION_OWNED_BY,
  RELATION_PASSENGER_OF, RELATION_CREATED_BY, RELATION_MAX
}
 
enum  InstanceInfo { INSTANCE_INFO_DATA = 0, INSTANCE_INFO_GUID_DATA, INSTANCE_INFO_BOSS_STATE, INSTANCE_INFO_DATA64 }
 
enum  MaxConditionTargets { MAX_CONDITION_TARGETS = 3 }
 

Macro Definition Documentation

◆ sConditionMgr

#define sConditionMgr   ConditionMgr::instance()

Typedef Documentation

◆ ConditionContainer

typedef std::vector<Condition*> ConditionContainer

◆ ConditionEntriesByAreaTriggerIdMap

typedef std::unordered_map<std::pair<int32, bool>, ConditionContainer> ConditionEntriesByAreaTriggerIdMap

◆ ConditionEntriesByCreatureIdMap

◆ ConditionEntriesByTypeArray

◆ ConditionReferenceContainer

◆ ConditionsByEntryMap

typedef std::unordered_map<uint32 , ConditionContainer> ConditionsByEntryMap

◆ SmartEventConditionContainer

typedef std::unordered_map<std::pair<int32, uint32 >, ConditionsByEntryMap> SmartEventConditionContainer

Enumeration Type Documentation

◆ ConditionSourceType

Documentation on implementing a new ConditionSourceType: Step 1: Check for the lowest free ID. Look for CONDITION_SOURCE_TYPE_UNUSED_XX in the enum. Then define the new source type.

Step 2: Determine and map the parameters for the new condition source type.

Step 3: Add a case block to ConditionMgr::isSourceTypeValid with the new condition type and validate the parameters.

Step 4: If your condition can be grouped (determined in step 2), add a rule for it in ConditionMgr::CanHaveSourceGroupSet, following the example of the existing types.

Step 5: Define the maximum available condition targets in ConditionMgr::GetMaxAvailableConditionTargets.

Step 6: Define ConditionSourceType Name in ConditionMgr::StaticSourceTypeData.

The following steps only apply if your condition can be grouped:

Step 7: Determine how you are going to store your conditions. You need to add a new storage container for it in ConditionMgr class, along with a function like: ConditionList GetConditionsForXXXYourNewSourceTypeXXX(parameters...)

The above function should be placed in upper level (practical) code that actually checks the conditions.

Step 8: Implement loading for your source type in ConditionMgr::LoadConditions.

Step 9: Implement memory cleaning for your source type in ConditionMgr::Clean.

Enumerator
CONDITION_SOURCE_TYPE_NONE 
CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE 
CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET 
CONDITION_SOURCE_TYPE_GOSSIP_MENU 
CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION 
CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE 
CONDITION_SOURCE_TYPE_SPELL 
CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT 
CONDITION_SOURCE_TYPE_QUEST_AVAILABLE 
CONDITION_SOURCE_TYPE_VEHICLE_SPELL 
CONDITION_SOURCE_TYPE_SMART_EVENT 
CONDITION_SOURCE_TYPE_NPC_VENDOR 
CONDITION_SOURCE_TYPE_SPELL_PROC 
CONDITION_SOURCE_TYPE_TERRAIN_SWAP 
CONDITION_SOURCE_TYPE_PHASE 
CONDITION_SOURCE_TYPE_GRAVEYARD 
CONDITION_SOURCE_TYPE_AREATRIGGER 
CONDITION_SOURCE_TYPE_CONVERSATION_LINE 
CONDITION_SOURCE_TYPE_AREATRIGGER_CLIENT_TRIGGERED 
CONDITION_SOURCE_TYPE_TRAINER_SPELL 
CONDITION_SOURCE_TYPE_OBJECT_ID_VISIBILITY 
CONDITION_SOURCE_TYPE_SPAWN_GROUP 
CONDITION_SOURCE_TYPE_MAX 
149 {
170  // Condition source type 20 unused
184  CONDITION_SOURCE_TYPE_MAX = 34 // MAX
185 };
Definition: ConditionMgr.h:155
Definition: ConditionMgr.h:157
Definition: ConditionMgr.h:177
Definition: ConditionMgr.h:169
Definition: ConditionMgr.h:162
Definition: ConditionMgr.h:179
Definition: ConditionMgr.h:175
Definition: ConditionMgr.h:173
Definition: ConditionMgr.h:174
Definition: ConditionMgr.h:151
Definition: ConditionMgr.h:161
Definition: ConditionMgr.h:168
Definition: ConditionMgr.h:160
Definition: ConditionMgr.h:178
Definition: ConditionMgr.h:183
Definition: ConditionMgr.h:165
Definition: ConditionMgr.h:181
Definition: ConditionMgr.h:156
Definition: ConditionMgr.h:184
Definition: ConditionMgr.h:172
Definition: ConditionMgr.h:150
Definition: ConditionMgr.h:164
Definition: ConditionMgr.h:176
Definition: ConditionMgr.h:167
Definition: ConditionMgr.h:182
Definition: ConditionMgr.h:163
Definition: ConditionMgr.h:171
Definition: ConditionMgr.h:153

◆ ConditionTypes

enum ConditionTypes
strong

Documentation on implementing a new ConditionType: Step 1: Check for the lowest free ID. Look for CONDITION_UNUSED_XX in the enum. Then define the new condition type.

Step 2: Determine and map the parameters for the new condition type.

Step 3: Add a case block to ConditionMgr::isConditionTypeValid with the new condition type and validate the parameters.

Step 4: Define the maximum available condition targets in ConditionMgr::GetMaxAvailableConditionTargets.

Step 5: Define the grid searcher mask in Condition::GetSearcherTypeMaskForCondition.

Step 6: Add a case block to ConditionMgr::Meets with the new condition type.

Step 7: Define condition name and expected condition values in ConditionMgr::StaticConditionTypeData.

Enumerator
CONDITION_NONE 
CONDITION_AURA 
CONDITION_ITEM 
CONDITION_ITEM_EQUIPPED 
CONDITION_ZONEID 
CONDITION_REPUTATION_RANK 
CONDITION_TEAM 
CONDITION_SKILL 
CONDITION_QUESTREWARDED 
CONDITION_QUESTTAKEN 
CONDITION_DRUNKENSTATE 
CONDITION_WORLD_STATE 
CONDITION_ACTIVE_EVENT 
CONDITION_INSTANCE_INFO 
CONDITION_QUEST_NONE 
CONDITION_CLASS 
CONDITION_RACE 
CONDITION_ACHIEVEMENT 
CONDITION_TITLE 
CONDITION_SPAWNMASK_DEPRECATED 
CONDITION_GENDER 
CONDITION_UNIT_STATE 
CONDITION_MAPID 
CONDITION_AREAID 
CONDITION_CREATURE_TYPE 
CONDITION_SPELL 
CONDITION_PHASEID 
CONDITION_LEVEL 
CONDITION_QUEST_COMPLETE 
CONDITION_NEAR_CREATURE 
CONDITION_NEAR_GAMEOBJECT 
CONDITION_OBJECT_ENTRY_GUID_LEGACY 
CONDITION_TYPE_MASK_LEGACY 
CONDITION_RELATION_TO 
CONDITION_REACTION_TO 
CONDITION_DISTANCE_TO 
CONDITION_ALIVE 
CONDITION_HP_VAL 
CONDITION_HP_PCT 
CONDITION_REALM_ACHIEVEMENT 
CONDITION_IN_WATER 
CONDITION_TERRAIN_SWAP 
CONDITION_STAND_STATE 
CONDITION_DAILY_QUEST_DONE 
CONDITION_CHARMED 
CONDITION_PET_TYPE 
CONDITION_TAXI 
CONDITION_QUESTSTATE 
CONDITION_QUEST_OBJECTIVE_PROGRESS 
CONDITION_DIFFICULTY_ID 
CONDITION_GAMEMASTER 
CONDITION_OBJECT_ENTRY_GUID 
CONDITION_TYPE_MASK 
CONDITION_BATTLE_PET_COUNT 
CONDITION_SCENARIO_STEP 
CONDITION_SCENE_IN_PROGRESS 
CONDITION_MAX 
59 { // value1 value2 value3
60  CONDITION_NONE = 0, // 0 0 0 always true
61  CONDITION_AURA = 1, // spell_id effindex 0 true if target has aura of spell_id with effect effindex
62  CONDITION_ITEM = 2, // item_id count bank true if has #count of item_ids (if 'bank' is set it searches in bank slots too)
63  CONDITION_ITEM_EQUIPPED = 3, // item_id 0 0 true if has item_id equipped
64  CONDITION_ZONEID = 4, // zone_id 0 0 true if in zone_id
65  CONDITION_REPUTATION_RANK = 5, // faction_id rankMask 0 true if has min_rank for faction_id
66  CONDITION_TEAM = 6, // player_team 0, 0 469 - Alliance, 67 - Horde)
67  CONDITION_SKILL = 7, // skill_id skill_value 0 true if has skill_value for skill_id
68  CONDITION_QUESTREWARDED = 8, // quest_id 0 0 true if quest_id was rewarded before
69  CONDITION_QUESTTAKEN = 9, // quest_id 0, 0 true while quest active
70  CONDITION_DRUNKENSTATE = 10, // DrunkenState 0, 0 true if player is drunk enough
71  CONDITION_WORLD_STATE = 11, // index value 0 true if world has the value for the index
72  CONDITION_ACTIVE_EVENT = 12, // event_id 0 0 true if event is active
73  CONDITION_INSTANCE_INFO = 13, // entry data type true if the instance info defined by type (enum InstanceInfo) equals data.
74  CONDITION_QUEST_NONE = 14, // quest_id 0 0 true if doesn't have quest saved
75  CONDITION_CLASS = 15, // class 0 0 true if player's class is equal to class
76  CONDITION_RACE = 16, // race 0 0 true if player's race is equal to race
77  CONDITION_ACHIEVEMENT = 17, // achievement_id 0 0 true if achievement is complete
78  CONDITION_TITLE = 18, // title id 0 0 true if player has title
79  CONDITION_SPAWNMASK_DEPRECATED = 19, // DEPRECATED
80  CONDITION_GENDER = 20, // gender 0 0 true if player's gender is equal to gender
81  CONDITION_UNIT_STATE = 21, // unitState 0 0 true if unit has unitState
82  CONDITION_MAPID = 22, // map_id 0 0 true if in map_id
83  CONDITION_AREAID = 23, // area_id 0 0 true if in area_id
84  CONDITION_CREATURE_TYPE = 24, // cinfo.type 0 0 true if creature_template.type = value1
85  CONDITION_SPELL = 25, // spell_id 0 0 true if player has learned spell
86  CONDITION_PHASEID = 26, // phaseid 0 0 true if object is in phaseid
87  CONDITION_LEVEL = 27, // level ComparisonType 0 true if unit's level is equal to param1 (param2 can modify the statement)
88  CONDITION_QUEST_COMPLETE = 28, // quest_id 0 0 true if player has quest_id with all objectives complete, but not yet rewarded
89  CONDITION_NEAR_CREATURE = 29, // creature entry distance dead (0/1) true if there is a creature of entry in range
90  CONDITION_NEAR_GAMEOBJECT = 30, // gameobject entry distance 0 true if there is a gameobject of entry in range
91  CONDITION_OBJECT_ENTRY_GUID_LEGACY = 31, // LEGACY_TypeID entry guid true if object is type TypeID and the entry is 0 or matches entry of the object or matches guid of the object
92  CONDITION_TYPE_MASK_LEGACY = 32, // LEGACY_TypeMask 0 0 true if object is type object's TypeMask matches provided TypeMask
93  CONDITION_RELATION_TO = 33, // ConditionTarget RelationType 0 true if object is in given relation with object specified by ConditionTarget
94  CONDITION_REACTION_TO = 34, // ConditionTarget rankMask 0 true if object's reaction matches rankMask object specified by ConditionTarget
95  CONDITION_DISTANCE_TO = 35, // ConditionTarget distance ComparisonType true if object and ConditionTarget are within distance given by parameters
96  CONDITION_ALIVE = 36, // 0 0 0 true if unit is alive
97  CONDITION_HP_VAL = 37, // hpVal ComparisonType 0 true if unit's hp matches given value
98  CONDITION_HP_PCT = 38, // hpPct ComparisonType 0 true if unit's hp matches given pct
99  CONDITION_REALM_ACHIEVEMENT = 39, // achievement_id 0 0 true if realm achievement is complete
100  CONDITION_IN_WATER = 40, // 0 0 0 true if unit in water
101  CONDITION_TERRAIN_SWAP = 41, // terrainSwap 0 0 true if object is in terrainswap
102  CONDITION_STAND_STATE = 42, // stateType state 0 true if unit matches specified sitstate (0,x: has exactly state x; 1,0: any standing state; 1,1: any sitting state;)
103  CONDITION_DAILY_QUEST_DONE = 43, // quest id 0 0 true if daily quest has been completed for the day
104  CONDITION_CHARMED = 44, // 0 0 0 true if unit is currently charmed
105  CONDITION_PET_TYPE = 45, // mask 0 0 true if player has a pet of given type(s)
106  CONDITION_TAXI = 46, // 0 0 0 true if player is on taxi
107  CONDITION_QUESTSTATE = 47, // quest_id state_mask 0 true if player is in any of the provided quest states for the quest (1 = not taken, 2 = completed, 8 = in progress, 32 = failed, 64 = rewarded)
108  CONDITION_QUEST_OBJECTIVE_PROGRESS = 48, // ID 0 0 true if player has ID objective complete, but quest not yet rewarded
109  CONDITION_DIFFICULTY_ID = 49, // Difficulty 0 0 true is map has difficulty id
110  CONDITION_GAMEMASTER = 50, // canBeGM 0 0 true if player is gamemaster (or can be gamemaster)
111  CONDITION_OBJECT_ENTRY_GUID = 51, // TypeID entry guid true if object is type TypeID and the entry is 0 or matches entry of the object or matches guid of the object
112  CONDITION_TYPE_MASK = 52, // TypeMask 0 0 true if object is type object's TypeMask matches provided TypeMask
113  CONDITION_BATTLE_PET_COUNT = 53, // SpecieId count ComparisonType true if player has `count` of battle pet species
114  CONDITION_SCENARIO_STEP = 54, // ScenarioStepId 0 0 true if player is at scenario with current step equal to ScenarioStepID
115  CONDITION_SCENE_IN_PROGRESS = 55, // SceneScriptPackageId 0 0 true if player is playing a scene with ScriptPackageId equal to given value
117 };

◆ InstanceInfo

Enumerator
INSTANCE_INFO_DATA 
INSTANCE_INFO_GUID_DATA 
INSTANCE_INFO_BOSS_STATE 
INSTANCE_INFO_DATA64 
199 {
200  INSTANCE_INFO_DATA = 0,
204 };
Definition: ConditionMgr.h:203
Definition: ConditionMgr.h:202
Definition: ConditionMgr.h:201
Definition: ConditionMgr.h:200

◆ MaxConditionTargets

Enumerator
MAX_CONDITION_TARGETS 
207 {
209 };
Definition: ConditionMgr.h:208

◆ RelationType

Enumerator
RELATION_SELF 
RELATION_IN_PARTY 
RELATION_IN_RAID_OR_PARTY 
RELATION_OWNED_BY 
RELATION_PASSENGER_OF 
RELATION_CREATED_BY 
RELATION_MAX 
188 {
189  RELATION_SELF = 0,
196 };
Definition: ConditionMgr.h:192
Definition: ConditionMgr.h:193
Definition: ConditionMgr.h:189
Definition: ConditionMgr.h:195
Definition: ConditionMgr.h:191
Definition: ConditionMgr.h:190
Definition: ConditionMgr.h:194