Add better descriptions of condition types.
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@@ -70,48 +70,6 @@ void DisableScriptAction(ScriptInfo& script)
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script.condition = 0;
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}
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enum UpdateFields5875
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{
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FIELD_GAMEOBJECT_FLAGS = 9,
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FIELD_GAMEOBJECT_DYN_FLAGS = 19,
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FIELD_ITEM_FIELD_FLAGS = 21,
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FIELD_CORPSE_FIELD_FLAGS = 35,
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FIELD_CORPSE_FIELD_DYNAMIC_FLAGS = 36,
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FIELD_UNIT_FIELD_FLAGS = 46,
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FIELD_UNIT_DYNAMIC_FLAGS = 143,
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FIELD_UNIT_NPC_FLAGS = 147,
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FIELD_PLAYER_FLAGS = 190,
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};
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// We use exact index of update fields in some script commands,
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// but they change based on supported build, so fix them here.
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uint32 GetIndexOfUpdateFieldForCurrentBuild(uint32 db_index)
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{
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switch (db_index)
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{
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case FIELD_GAMEOBJECT_FLAGS:
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return GAMEOBJECT_FLAGS;
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case FIELD_GAMEOBJECT_DYN_FLAGS:
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return GAMEOBJECT_DYN_FLAGS;
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case FIELD_ITEM_FIELD_FLAGS:
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return ITEM_FIELD_FLAGS;
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case FIELD_CORPSE_FIELD_FLAGS:
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return CORPSE_FIELD_FLAGS;
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case FIELD_CORPSE_FIELD_DYNAMIC_FLAGS:
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return CORPSE_FIELD_DYNAMIC_FLAGS;
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case FIELD_UNIT_FIELD_FLAGS:
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return UNIT_FIELD_FLAGS;
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case FIELD_UNIT_DYNAMIC_FLAGS:
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return UNIT_DYNAMIC_FLAGS;
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case FIELD_UNIT_NPC_FLAGS:
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return UNIT_NPC_FLAGS;
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case FIELD_PLAYER_FLAGS:
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return PLAYER_FLAGS;
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}
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return db_index;
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}
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void ScriptMgr::LoadScripts(ScriptMapMap& scripts, const char* tablename)
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{
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if (IsScriptScheduled()) // function don't must be called in time scripts use.
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