Core/LFG: Ignore LFG cooldown when joining queue to replace missing party member when dungeon is already in progress

This commit is contained in:
Shauren
2019-01-11 22:31:02 +01:00
parent 95398fadf9
commit 7fb52334b2

View File

@@ -429,7 +429,7 @@ void LFGMgr::JoinLfg(Player* player, uint8 roles, LfgDungeonSet& dungeons, const
joinData.result = LFG_JOIN_USING_BG_SYSTEM;
else if (player->HasAura(LFG_SPELL_DUNGEON_DESERTER))
joinData.result = LFG_JOIN_DESERTER;
else if (player->HasAura(LFG_SPELL_DUNGEON_COOLDOWN))
else if (!isContinue && player->HasAura(LFG_SPELL_DUNGEON_COOLDOWN))
joinData.result = LFG_JOIN_RANDOM_COOLDOWN;
else if (dungeons.empty())
joinData.result = LFG_JOIN_NOT_MEET_REQS;
@@ -450,7 +450,7 @@ void LFGMgr::JoinLfg(Player* player, uint8 roles, LfgDungeonSet& dungeons, const
joinData.result = LFG_JOIN_PARTY_NOT_MEET_REQS;
if (plrg->HasAura(LFG_SPELL_DUNGEON_DESERTER))
joinData.result = LFG_JOIN_PARTY_DESERTER;
else if (plrg->HasAura(LFG_SPELL_DUNGEON_COOLDOWN))
else if (!isContinue && plrg->HasAura(LFG_SPELL_DUNGEON_COOLDOWN))
joinData.result = LFG_JOIN_PARTY_RANDOM_COOLDOWN;
else if (plrg->InBattleground() || plrg->InArena() || plrg->InBattlegroundQueue())
joinData.result = LFG_JOIN_USING_BG_SYSTEM;