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[10123] Fixed recent problem with enter to dungeons in group.
Problem related to implicit get map id from player in Group::GetBoundInstance when in some cases check done before player mapid update.
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parent
15390df4d9
commit
41f8cfb14c
5 changed files with 6 additions and 7 deletions
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@ -1122,7 +1122,7 @@ bool Group::_addMember(const uint64 &guid, const char* name, bool isAssistant, u
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else
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player->SetGroup(this, group);
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// if the same group invites the player back, cancel the homebind timer
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InstanceGroupBind *bind = GetBoundInstance(player);
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InstanceGroupBind *bind = GetBoundInstance(player->GetMapId(), player);
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if(bind && bind->save->GetInstanceId() == player->GetInstanceId())
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player->m_InstanceValid = true;
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}
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@ -1651,9 +1651,8 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo)
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}
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}
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InstanceGroupBind* Group::GetBoundInstance(Player* player)
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InstanceGroupBind* Group::GetBoundInstance(uint32 mapid, Player* player)
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{
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uint32 mapid = player->GetMapId();
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MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
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if(!mapEntry)
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return NULL;
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