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Core/Maps: Updated map difficulties
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@@ -133,7 +133,7 @@ bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
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return false;
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Difficulty targetDifficulty, requestedDifficulty;
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targetDifficulty = requestedDifficulty = player->GetDifficulty(entry->IsRaid());
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targetDifficulty = requestedDifficulty = player->GetDifficultyID(entry);
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// Get the highest available difficulty if current setting is higher than the instance allows
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MapDifficulty const* mapDiff = GetDownscaledMapDifficultyData(entry->ID, targetDifficulty);
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if (!mapDiff)
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@@ -203,7 +203,7 @@ bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
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/*
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This check has to be moved to InstanceMap::CanEnter()
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// Player permanently bounded to different instance than groups one
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InstancePlayerBind* playerBoundedInstance = player->GetBoundInstance(mapid, player->GetDifficulty(entry->IsRaid()));
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InstancePlayerBind* playerBoundedInstance = player->GetBoundInstance(mapid, player->GetDifficultyID(entry));
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if (playerBoundedInstance && playerBoundedInstance->perm && playerBoundedInstance->save &&
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boundedInstance->save->GetInstanceId() != playerBoundedInstance->save->GetInstanceId())
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{
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@@ -216,7 +216,7 @@ bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
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if (entry->IsDungeon() && (!player->GetGroup() || (player->GetGroup() && !player->GetGroup()->isLFGGroup())))
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{
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uint32 instanceIdToCheck = 0;
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if (InstanceSave* save = player->GetInstanceSave(mapid, entry->IsRaid()))
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if (InstanceSave* save = player->GetInstanceSave(mapid))
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instanceIdToCheck = save->GetInstanceId();
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// instanceId can never be 0 - will not be found
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