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Core/LFG: Ignore LFG cooldown when joining queue to replace missing party member when dungeon is already in progress
(cherry picked from commit 7fb52334b2)
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@@ -427,7 +427,7 @@ void LFGMgr::JoinLfg(Player* player, uint8 roles, LfgDungeonSet& dungeons)
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joinData.result = LFG_JOIN_CANT_USE_DUNGEONS;
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else if (player->HasAura(LFG_SPELL_DUNGEON_DESERTER))
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joinData.result = LFG_JOIN_DESERTER_PLAYER;
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else if (player->HasAura(LFG_SPELL_DUNGEON_COOLDOWN))
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else if (!isContinue && player->HasAura(LFG_SPELL_DUNGEON_COOLDOWN))
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joinData.result = LFG_JOIN_RANDOM_COOLDOWN_PLAYER;
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else if (dungeons.empty())
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joinData.result = LFG_JOIN_NO_SLOTS;
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@@ -448,7 +448,7 @@ void LFGMgr::JoinLfg(Player* player, uint8 roles, LfgDungeonSet& dungeons)
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joinData.result = LFG_JOIN_NO_LFG_OBJECT;
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if (plrg->HasAura(LFG_SPELL_DUNGEON_DESERTER))
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joinData.result = LFG_JOIN_DESERTER_PARTY;
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else if (plrg->HasAura(LFG_SPELL_DUNGEON_COOLDOWN))
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else if (!isContinue && plrg->HasAura(LFG_SPELL_DUNGEON_COOLDOWN))
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joinData.result = LFG_JOIN_RANDOM_COOLDOWN_PARTY;
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else if (plrg->InBattleground() || plrg->InArena() || plrg->InBattlegroundQueue())
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joinData.result = LFG_JOIN_CANT_USE_DUNGEONS;
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