mirror of
https://github.com/mangosfour/server.git
synced 2025-12-13 13:37:05 +00:00
[11608] Check correct map for enter at far teleport
Not fatal porblem, but let correctly work check for avoid teleport back at teleport fail.
This commit is contained in:
parent
f99476cad5
commit
44d168d4a3
2 changed files with 3 additions and 2 deletions
|
|
@ -1822,7 +1822,8 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
|
|||
|
||||
// If the map is not created, assume it is possible to enter it.
|
||||
// It will be created in the WorldPortAck.
|
||||
Map *map = sMapMgr.FindMap(mapid);
|
||||
DungeonPersistentState* state = GetBoundInstanceSaveForSelfOrGroup(mapid);
|
||||
Map *map = sMapMgr.FindMap(mapid, state ? state->GetInstanceId() : 0);
|
||||
if (!map || map->CanEnter(this))
|
||||
{
|
||||
//lets reset near teleport flag if it wasn't reset during chained teleports
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue