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[11608] Check correct map for enter at far teleport
Not fatal porblem, but let correctly work check for avoid teleport back at teleport fail.
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f99476cad5
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2 changed files with 3 additions and 2 deletions
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@ -1822,7 +1822,8 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
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// If the map is not created, assume it is possible to enter it.
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// If the map is not created, assume it is possible to enter it.
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// It will be created in the WorldPortAck.
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// It will be created in the WorldPortAck.
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Map *map = sMapMgr.FindMap(mapid);
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DungeonPersistentState* state = GetBoundInstanceSaveForSelfOrGroup(mapid);
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Map *map = sMapMgr.FindMap(mapid, state ? state->GetInstanceId() : 0);
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if (!map || map->CanEnter(this))
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if (!map || map->CanEnter(this))
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{
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{
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//lets reset near teleport flag if it wasn't reset during chained teleports
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//lets reset near teleport flag if it wasn't reset during chained teleports
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "11607"
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#define REVISION_NR "11608"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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