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authormegamage <none@none.none>2011-11-23 12:45:59 -0500
committermegamage <none@none.none>2011-11-23 12:45:59 -0500
commit98be413ce02d6c8420458f3df55e3061a9901034 (patch)
treea3c1307df6a56ce6504d082120f04270cf0f27f9 /src/server/game/Server/Protocol
parentb3fef1e280e36ca744411d91ad8c5fbc105ebab3 (diff)
Clean up very some confusing MapManager functions (create/find map/base map).
Diffstat (limited to 'src/server/game/Server/Protocol')
-rwxr-xr-xsrc/server/game/Server/Protocol/Handlers/MovementHandler.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Server/Protocol/Handlers/MovementHandler.cpp b/src/server/game/Server/Protocol/Handlers/MovementHandler.cpp
index 90368ae3011..4e45eb2d6c6 100755
--- a/src/server/game/Server/Protocol/Handlers/MovementHandler.cpp
+++ b/src/server/game/Server/Protocol/Handlers/MovementHandler.cpp
@@ -72,7 +72,7 @@ void WorldSession::HandleMoveWorldportAckOpcode()
}
// relocate the player to the teleport destination
- Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), GetPlayer(), 0);
+ Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), GetPlayer());
// the CanEnter checks are done in TeleporTo but conditions may change
// while the player is in transit, for example the map may get full
if (!newMap || !newMap->CanEnter(GetPlayer()))