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[10782] Use Team enum types in all appropriate cases and catches bug in result fix.
* Fixed wrong arenaid use at leave arena queue. * Fixed memory lost and etc at not virtual EndBattleground call * Fixed crash at arena join with fake data from client. * Code cleanups.
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38 changed files with 315 additions and 321 deletions
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@ -384,7 +384,7 @@ void WorldSession::SendSpiritResurrect()
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Corpse *corpse = _player->GetCorpse();
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if(corpse)
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corpseGrave = sObjectMgr.GetClosestGraveYard(
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corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetMapId(), _player->GetTeam() );
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corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetMapId(), _player->GetTeam());
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// now can spawn bones
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_player->SpawnCorpseBones();
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@ -393,7 +393,7 @@ void WorldSession::SendSpiritResurrect()
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if(corpseGrave)
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{
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WorldSafeLocsEntry const *ghostGrave = sObjectMgr.GetClosestGraveYard(
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_player->GetPositionX(), _player->GetPositionY(), _player->GetPositionZ(), _player->GetMapId(), _player->GetTeam() );
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_player->GetPositionX(), _player->GetPositionY(), _player->GetPositionZ(), _player->GetMapId(), _player->GetTeam());
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if(corpseGrave != ghostGrave)
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_player->TeleportTo(corpseGrave->map_id, corpseGrave->x, corpseGrave->y, corpseGrave->z, _player->GetOrientation());
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