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Core/Maps: Updated map difficulties
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@@ -2956,7 +2956,7 @@ bool InstanceMap::AddPlayerToMap(Player* player)
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// cannot enter other instances if bound permanently
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if (playerBind->save != mapSave)
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{
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TC_LOG_ERROR("maps", "InstanceMap::Add: player %s(%s) is permanently bound to instance %s %d, %d, %d, %d, %d, %d but he is being put into instance %s %d, %d, %d, %d, %d, %d", player->GetName().c_str(), player->GetGUID().ToString().c_str(), GetMapName(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset(), GetMapName(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset());
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TC_LOG_ERROR("maps", "InstanceMap::Add: player %s(%s) is permanently bound to instance %s %d, %d, %d, %d, %d, %d but he is being put into instance %s %d, %d, %d, %d, %d, %d", player->GetName().c_str(), player->GetGUID().ToString().c_str(), GetMapName(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficultyID(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset(), GetMapName(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficultyID(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset());
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return false;
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}
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}
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@@ -2968,9 +2968,9 @@ bool InstanceMap::AddPlayerToMap(Player* player)
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InstanceGroupBind* groupBind = group->GetBoundInstance(this);
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if (playerBind && playerBind->save != mapSave)
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{
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TC_LOG_ERROR("maps", "InstanceMap::Add: player %s(%s) is being put into instance %s %d, %d, %d, %d, %d, %d but he is in group %s and is bound to instance %d, %d, %d, %d, %d, %d!", player->GetName().c_str(), player->GetGUID().ToString().c_str(), GetMapName(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset(), group->GetLeaderGUID().ToString().c_str(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset());
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TC_LOG_ERROR("maps", "InstanceMap::Add: player %s(%s) is being put into instance %s %d, %d, %d, %d, %d, %d but he is in group %s and is bound to instance %d, %d, %d, %d, %d, %d!", player->GetName().c_str(), player->GetGUID().ToString().c_str(), GetMapName(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficultyID(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset(), group->GetLeaderGUID().ToString().c_str(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficultyID(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset());
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if (groupBind)
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TC_LOG_ERROR("maps", "InstanceMap::Add: the group is bound to the instance %s %d, %d, %d, %d, %d, %d", GetMapName(), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty(), groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount(), groupBind->save->CanReset());
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TC_LOG_ERROR("maps", "InstanceMap::Add: the group is bound to the instance %s %d, %d, %d, %d, %d, %d", GetMapName(), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficultyID(), groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount(), groupBind->save->CanReset());
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//ASSERT(false);
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return false;
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}
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@@ -2982,7 +2982,7 @@ bool InstanceMap::AddPlayerToMap(Player* player)
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// cannot jump to a different instance without resetting it
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if (groupBind->save != mapSave)
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{
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TC_LOG_ERROR("maps", "InstanceMap::Add: player %s(%s) is being put into instance %d, %d, %d but he is in group %s which is bound to instance %d, %d, %d!", player->GetName().c_str(), player->GetGUID().ToString().c_str(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), group->GetLeaderGUID().ToString().c_str(), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty());
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TC_LOG_ERROR("maps", "InstanceMap::Add: player %s(%s) is being put into instance %d, %d, %d but he is in group %s which is bound to instance %d, %d, %d!", player->GetName().c_str(), player->GetGUID().ToString().c_str(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficultyID(), group->GetLeaderGUID().ToString().c_str(), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficultyID());
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TC_LOG_ERROR("maps", "MapSave players: %d, group count: %d", mapSave->GetPlayerCount(), mapSave->GetGroupCount());
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if (groupBind->save)
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TC_LOG_ERROR("maps", "GroupBind save players: %d, group count: %d", groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount());
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@@ -3153,7 +3153,7 @@ void InstanceMap::PermBindAllPlayers(Player* source)
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Player* player = itr->GetSource();
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// players inside an instance cannot be bound to other instances
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// some players may already be permanently bound, in this case nothing happens
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InstancePlayerBind* bind = player->GetBoundInstance(save->GetMapId(), save->GetDifficulty());
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InstancePlayerBind* bind = player->GetBoundInstance(save->GetMapId(), save->GetDifficultyID());
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if (!bind || !bind->perm)
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{
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player->BindToInstance(save, true);
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@@ -3183,7 +3183,7 @@ void InstanceMap::UnloadAll()
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void InstanceMap::SendResetWarnings(uint32 timeLeft) const
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{
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for (MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
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itr->GetSource()->SendInstanceResetWarning(GetId(), itr->GetSource()->GetDifficulty(IsRaid()), timeLeft);
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itr->GetSource()->SendInstanceResetWarning(GetId(), itr->GetSource()->GetDifficultyID(GetEntry()), timeLeft);
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}
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void InstanceMap::SetResetSchedule(bool on)
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@@ -3203,7 +3203,14 @@ void InstanceMap::SetResetSchedule(bool on)
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MapDifficulty const* Map::GetMapDifficulty() const
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{
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return GetMapDifficultyData(GetId(), GetDifficulty());
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return GetMapDifficultyData(GetId(), GetDifficultyID());
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}
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bool Map::IsHeroic() const
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{
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if (DifficultyEntry const* difficulty = sDifficultyStore.LookupEntry(i_spawnMode))
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return difficulty->Flags & DIFFICULTY_FLAG_HEROIC;
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return false;
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}
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uint32 InstanceMap::GetMaxPlayers() const
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