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authorShauren <shauren.trinity@gmail.com>2022-08-14 12:42:21 +0200
committerShauren <shauren.trinity@gmail.com>2022-08-14 12:42:21 +0200
commit71e885cd4b0098f38ca360a35361a6e867556542 (patch)
tree0fbe27a08d3be01474483ed166070dd5264d950a
parent1bbc8592d95978a4c681fa6177c7c457189ef485 (diff)
Core/Phasing: Fixed terrain swaps appearing on incorrect maps when player is added to a map wilth not meeting its condition but later condition gets satisfied
-rw-r--r--src/server/game/Phasing/PhasingHandler.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Phasing/PhasingHandler.cpp b/src/server/game/Phasing/PhasingHandler.cpp
index 92e2995a514..b97efdc74e4 100644
--- a/src/server/game/Phasing/PhasingHandler.cpp
+++ b/src/server/game/Phasing/PhasingHandler.cpp
@@ -283,7 +283,7 @@ void PhasingHandler::OnMapChange(WorldObject* object)
for (uint32 uiMapPhaseId : visibleMapInfo->UiMapPhaseIDs)
phaseShift.AddUiMapPhaseId(uiMapPhaseId);
}
- else
+ else if (visibleMapPair.first == object->GetMapId())
suppressedPhaseShift.AddVisibleMapId(visibleMapInfo->Id, visibleMapInfo);
}
}