From 59daed856bea88dad42e3f15a2c22adb357b5d2c Mon Sep 17 00:00:00 2001 From: Ovahlord Date: Mon, 27 Aug 2018 20:43:14 +0200 Subject: [PATCH] Core/LFG: reduce if conditions for cooldown checks --- src/server/game/DungeonFinding/LFGMgr.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/src/server/game/DungeonFinding/LFGMgr.cpp b/src/server/game/DungeonFinding/LFGMgr.cpp index 7c058e7343b..a5c9d61d3fd 100644 --- a/src/server/game/DungeonFinding/LFGMgr.cpp +++ b/src/server/game/DungeonFinding/LFGMgr.cpp @@ -982,14 +982,14 @@ void LFGMgr::MakeNewGroup(LfgProposal const& proposal) } // Add the cooldown spell if queued for a random dungeon - uint32 rDungeonId = 0; const LfgDungeonSet& dungeons = GetSelectedDungeons(player->GetGUID()); if (!dungeons.empty()) - rDungeonId = (*dungeons.begin()); - - if (LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(rDungeonId)) - if (dungeon->type == LFG_TYPE_RANDOM) + { + uint32 rDungeonId = (*dungeons.begin()); + LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(rDungeonId); + if (dungeon && dungeon->type == LFG_TYPE_RANDOM) player->CastSpell(player, LFG_SPELL_DUNGEON_COOLDOWN, false); + } } ASSERT(grp);