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-rw-r--r--src/server/game/Maps/MapInstanced.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/server/game/Maps/MapInstanced.cpp b/src/server/game/Maps/MapInstanced.cpp
index af766e13fb4..b4d4de69808 100644
--- a/src/server/game/Maps/MapInstanced.cpp
+++ b/src/server/game/Maps/MapInstanced.cpp
@@ -155,7 +155,9 @@ Map* MapInstanced::CreateInstanceForPlayer(uint32 mapId, Player* player, uint32
if (loginInstanceId) // if the player has a saved instance id on login, we either use this instance or relocate him out (return null)
{
map = FindInstanceMap(loginInstanceId);
- return (map && map->GetId() == GetId()) ? map : nullptr; // is this check necessary? or does MapInstanced only find instances of itself?
+ if (!map && pSave && pSave->GetInstanceId() == loginInstanceId)
+ map = CreateInstance(loginInstanceId, pSave, pSave->GetDifficulty());
+ return map;
}
InstanceGroupBind* groupBind = nullptr;