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[8926] BattleGround: call correct function at playerleave
it will now correctly drop the flag and correctly remove the player from
eye of the storm objectives
+ also avoid the spamming of all "Player not found!" messages in battlegrounds
maybe all existing "player not found!" places should now get an assert(false)
since this shouldn't happen anymore
+ also better error output in GetBattleGroundQueueIdFromLevel
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parent
8c1ea4f444
commit
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5 changed files with 33 additions and 21 deletions
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@ -134,7 +134,7 @@ void BattleGroundEY::CheckSomeoneJoinedPoint()
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Player *plr = sObjectMgr.GetPlayer(m_PlayersNearPoint[BG_EY_NODES_MAX][j]);
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if (!plr)
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{
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sLog.outError("BattleGroundEY: Player (GUID: %u) not found!", GUID_LOPART(m_PlayersNearPoint[BG_EY_NODES_MAX][j]));
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sLog.outError("BattleGroundEY:CheckSomeoneJoinedPoint: Player (GUID: %u) not found!", GUID_LOPART(m_PlayersNearPoint[BG_EY_NODES_MAX][j]));
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++j;
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continue;
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}
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@ -170,7 +170,7 @@ void BattleGroundEY::CheckSomeoneLeftPoint()
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Player *plr = sObjectMgr.GetPlayer(m_PlayersNearPoint[i][j]);
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if (!plr)
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{
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sLog.outError("BattleGroundEY: Player (GUID: %u) not found!", GUID_LOPART(m_PlayersNearPoint[i][j]));
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sLog.outError("BattleGroundEY:CheckSomeoneLeftPoint Player (GUID: %u) not found!", GUID_LOPART(m_PlayersNearPoint[i][j]));
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//move not existed player to "free space" - this will cause many error showing in log, but it is a very important bug
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m_PlayersNearPoint[BG_EY_NODES_MAX].push_back(m_PlayersNearPoint[i][j]);
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m_PlayersNearPoint[i].erase(m_PlayersNearPoint[i].begin() + j);
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