Core/Phasing: Fixed terrain swaps appearing on incorrect maps when player is added to a map wilth not meeting its condition but later condition gets satisfied

This commit is contained in:
Shauren
2022-08-14 12:42:21 +02:00
parent 1bbc8592d9
commit 71e885cd4b

View File

@@ -283,7 +283,7 @@ void PhasingHandler::OnMapChange(WorldObject* object)
for (uint32 uiMapPhaseId : visibleMapInfo->UiMapPhaseIDs)
phaseShift.AddUiMapPhaseId(uiMapPhaseId);
}
else
else if (visibleMapPair.first == object->GetMapId())
suppressedPhaseShift.AddVisibleMapId(visibleMapInfo->Id, visibleMapInfo);
}
}