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Core/Handler: Move couple of msgs to Debug
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@@ -339,7 +339,7 @@ void WorldSession::HandleBattlefieldListOpcode(WorldPacket &recv_data)
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BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
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if (!bl)
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{
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sLog->outError("Battleground: invalid bgtype received.");
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sLog->outDebug(LOG_FILTER_BATTLEGROUND, "BattlegroundHandler: invalid bgtype (%u) with player (Name: %s, GUID: %u) received.", bgTypeId, _player->GetName(), _player->GetGUIDLow());
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return;
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}
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@@ -362,12 +362,13 @@ void WorldSession::HandleBattleFieldPortOpcode(WorldPacket &recv_data)
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if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
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{
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sLog->outError("BattlegroundHandler: invalid bgtype (%u) with player (Name: %s, GUID: %u) received.", bgTypeId_, _player->GetName(), _player->GetGUIDLow());
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sLog->outDebug(LOG_FILTER_BATTLEGROUND, "BattlegroundHandler: invalid bgtype (%u) with player (Name: %s, GUID: %u) received.", bgTypeId_, _player->GetName(), _player->GetGUIDLow());
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return;
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}
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if (!_player->InBattlegroundQueue())
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{
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sLog->outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), he is not in bg_queue.", _player->GetGUIDLow());
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sLog->outDebug(LOG_FILTER_BATTLEGROUND, "BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (Name: %s, GUID: %u), he is not in bg_queue.", _player->GetName(), _player->GetGUIDLow());
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return;
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}
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