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[8103] More wide use IsInWorld checks and delayed at teleport operations. Author: Ambal
* IsInWorld used to prevent return unexpected not in world objects.
* Delayed operations need to process its in world state.
--HG--
branch : trunk
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@@ -42,6 +42,10 @@ static void AttemptJoin(Player* _player)
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if(!plr || plr==_player || plr->GetTeam() != _player->GetTeam())
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continue;
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//skip players not in world
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if(!plr->IsInWorld())
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continue;
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// skip not auto add, not group leader cases
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if(!plr->GetSession()->LookingForGroup_auto_add || plr->GetGroup() && plr->GetGroup()->GetLeaderGUID()!=plr->GetGUID())
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continue;
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@@ -98,6 +102,9 @@ static void AttemptAddMore(Player* _player)
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if(!plr || plr==_player || plr->GetTeam() != _player->GetTeam())
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continue;
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if(!plr->IsInWorld())
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continue;
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// skip not auto join or in group
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if(!plr->GetSession()->LookingForGroup_auto_join || plr->GetGroup() )
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continue;
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@@ -311,6 +318,9 @@ void WorldSession::SendLfgResult(uint32 type, uint32 entry, uint8 lfg_type)
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if(!plr || plr->GetTeam() != _player->GetTeam())
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continue;
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if(!plr->IsInWorld())
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continue;
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if(!plr->m_lookingForGroup.HaveInSlot(entry, type))
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continue;
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