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[9249] Move instance call OnPlayerEnter() to after really added to map
Also clarify log message and comment for function. Signed-off-by: NoFantasy <nofantasy@nf.no>
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3 changed files with 7 additions and 4 deletions
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@ -54,7 +54,7 @@ class MANGOS_DLL_SPEC InstanceData
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//This is to prevent players from entering during boss encounters.
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virtual bool IsEncounterInProgress() const { return false; };
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//Called when a player successfully enters the instance.
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//Called when a player successfully enters the instance (after really added to map)
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virtual void OnPlayerEnter(Player *) {}
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//Called when a gameobject is created
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@ -2464,12 +2464,11 @@ bool InstanceMap::Add(Player *player)
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}
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}
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if(i_data) i_data->OnPlayerEnter(player);
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// for normal instances cancel the reset schedule when the
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// first player enters (no players yet)
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SetResetSchedule(false);
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sLog.outDetail("MAP: Player '%s' entered the instance '%u' of map '%s'", player->GetName(), GetInstanceId(), GetMapName());
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sLog.outDetail("MAP: Player '%s' is entering instance '%u' of map '%s'", player->GetName(), GetInstanceId(), GetMapName());
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// initialize unload state
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m_unloadTimer = 0;
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m_resetAfterUnload = false;
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@ -2478,6 +2477,10 @@ bool InstanceMap::Add(Player *player)
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// this will acquire the same mutex so it cannot be in the previous block
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Map::Add(player);
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if (i_data)
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i_data->OnPlayerEnter(player);
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return true;
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}
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "9248"
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#define REVISION_NR "9249"
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#endif // __REVISION_NR_H__
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