bool OnCheck(Player* source, Unit* /*target*/) { Battleground* bg = source->GetBattleground(); if (!bg) return false; if (!bg->IsAllNodesConrolledByTeam(source->GetTeam())) return false; return true; }
bool OnCheck(Player* source, Unit* /*target*/) { if (source->GetBattlegroundTypeId() != BATTLEGROUND_EY) return false; Battleground *pEotS = source->GetBattleground(); if (!pEotS) return false; return pEotS->IsAllNodesConrolledByTeam(source->GetTeam()); }