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Dungeon Finder: Fix proposal window dungeon display
--HG-- branch : trunk
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@@ -1174,13 +1174,15 @@ void LFGMgr::SendUpdateProposal(Player *plr, uint32 proposalId, LfgProposal *pPr
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LfgProposalPlayer *ppPlayer = itPlayer->second;
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uint32 pLowGroupGuid = ppPlayer->groupLowGuid;
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uint32 dLowGuid = pProp->groupLowGuid;
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uint32 dungeonId = pProp->dungeonId;
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sLog.outDebug("SMSG_LFG_PROPOSAL_UPDATE");
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WorldPacket data(SMSG_LFG_PROPOSAL_UPDATE, 4 + 1 + 4 + 4 + 1 + 1 + pProp->players.size() * (4 + 1 + 1 + 1 + 1 +1));
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if (plr->GetLfgDungeons()->size() == 1 && *plr->GetLfgDungeons()->begin() != pProp->dungeonId)
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data << uint32(*plr->GetLfgDungeons()->begin()); // Random dungeon
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else
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data << uint32(pProp->dungeonId); // Dungeon
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dungeonId = *plr->GetLfgDungeons()->begin(); // Random dungeon
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if (LFGDungeonEntry const *dungeon = sLFGDungeonStore.LookupEntry(*plr->GetLfgDungeons()->begin()))
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dungeonId = dungeon->Entry();
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data << uint32(dungeonId); // Dungeon
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data << uint8(pProp->state); // Result state
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data << uint32(proposalId); // Internal Proposal ID
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data << uint32(0); // Bosses killed - FIXME
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