Core/Battlegrounds: Change Battleground* argument to BattlegroundQueueTypeId (#26806)

This commit is contained in:
Jeremy
2021-08-14 19:56:30 +02:00
committed by GitHub
parent 3cd89b0323
commit 20d70abb2c
3 changed files with 12 additions and 12 deletions

View File

@@ -114,7 +114,7 @@ void WorldSession::HandleBattlemasterJoinOpcode(WorldPackets::Battleground::Batt
if (GetPlayer()->isUsingLfg())
{
WorldPackets::Battleground::BattlefieldStatusFailed battlefieldStatus;
sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bg, _player, 0, ERR_LFG_CANT_USE_BATTLEGROUND);
sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bgQueueTypeId, _player, 0, ERR_LFG_CANT_USE_BATTLEGROUND);
SendPacket(battlefieldStatus.Write());
return;
}
@@ -123,7 +123,7 @@ void WorldSession::HandleBattlemasterJoinOpcode(WorldPackets::Battleground::Batt
if (!_player->CanJoinToBattleground(bg))
{
WorldPackets::Battleground::BattlefieldStatusFailed battlefieldStatus;
sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bg, _player, 0, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bgQueueTypeId, _player, 0, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
SendPacket(battlefieldStatus.Write());
return;
}
@@ -134,7 +134,7 @@ void WorldSession::HandleBattlemasterJoinOpcode(WorldPackets::Battleground::Batt
{
// player is already in random queue
WorldPackets::Battleground::BattlefieldStatusFailed battlefieldStatus;
sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bg, _player, 0, ERR_IN_RANDOM_BG);
sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bgQueueTypeId, _player, 0, ERR_IN_RANDOM_BG);
SendPacket(battlefieldStatus.Write());
return;
}
@@ -143,7 +143,7 @@ void WorldSession::HandleBattlemasterJoinOpcode(WorldPackets::Battleground::Batt
{
// player is already in queue, can't start random queue
WorldPackets::Battleground::BattlefieldStatusFailed battlefieldStatus;
sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bg, _player, 0, ERR_IN_NON_RANDOM_BG);
sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bgQueueTypeId, _player, 0, ERR_IN_NON_RANDOM_BG);
SendPacket(battlefieldStatus.Write());
return;
}
@@ -157,7 +157,7 @@ void WorldSession::HandleBattlemasterJoinOpcode(WorldPackets::Battleground::Batt
if (!_player->HasFreeBattlegroundQueueId())
{
WorldPackets::Battleground::BattlefieldStatusFailed battlefieldStatus;
sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bg, _player, 0, ERR_BATTLEGROUND_TOO_MANY_QUEUES);
sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bgQueueTypeId, _player, 0, ERR_BATTLEGROUND_TOO_MANY_QUEUES);
SendPacket(battlefieldStatus.Write());
return;
}
@@ -208,7 +208,7 @@ void WorldSession::HandleBattlemasterJoinOpcode(WorldPackets::Battleground::Batt
if (err)
{
WorldPackets::Battleground::BattlefieldStatusFailed battlefieldStatus;
sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bg, _player, 0, err, &errorGuid);
sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bgQueueTypeId, _player, 0, err, &errorGuid);
member->SendDirectMessage(battlefieldStatus.Write());
continue;
}
@@ -331,7 +331,7 @@ void WorldSession::HandleBattleFieldPortOpcode(WorldPackets::Battleground::Battl
{
//send bg command result to show nice message
WorldPackets::Battleground::BattlefieldStatusFailed battlefieldStatus;
sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bg, _player, battlefieldPort.Ticket.Id, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bgQueueTypeId, _player, battlefieldPort.Ticket.Id, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
SendPacket(battlefieldStatus.Write());
battlefieldPort.AcceptedInvite = false;
TC_LOG_DEBUG("bg.battleground", "Player %s (%s) has a deserter debuff, do not port him to battleground!", _player->GetName().c_str(), _player->GetGUID().ToString().c_str());
@@ -566,7 +566,7 @@ void WorldSession::HandleBattlemasterJoinArena(WorldPackets::Battleground::Battl
if (err)
{
WorldPackets::Battleground::BattlefieldStatusFailed battlefieldStatus;
sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bg, _player, 0, err, &errorGuid);
sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bgQueueTypeId, _player, 0, err, &errorGuid);
member->SendDirectMessage(battlefieldStatus.Write());
continue;
}