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-rw-r--r--src/server/game/Groups/Group.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/Groups/Group.cpp b/src/server/game/Groups/Group.cpp
index b46fe069cfb..dd93a32cea0 100644
--- a/src/server/game/Groups/Group.cpp
+++ b/src/server/game/Groups/Group.cpp
@@ -2173,7 +2173,7 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo)
// do not reset the instance, just unbind if others are permanently bound to it
if (isEmpty && instanceSave->CanReset())
{
- if (map && this->isRaidGroup() && map->IsDungeon() && SendMsgTo)
+ if (map && isRaidGroup() && map->IsDungeon() && SendMsgTo)
{
AreaTrigger const * const instanceEntrance = sObjectMgr->GetGoBackTrigger(map->GetId());
@@ -2184,7 +2184,7 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo)
WorldSafeLocsEntry const * graveyardLocation = sObjectMgr->GetClosestGraveyard(instanceEntrance->target_X, instanceEntrance->target_Y, instanceEntrance->target_Z, instanceEntrance->target_mapId, SendMsgTo->GetTeam());;
uint32 const zoneId = sMapMgr->GetZoneId(graveyardLocation->map_id, graveyardLocation->x, graveyardLocation->y, graveyardLocation->z);
- for (const MemberSlot &member : this->GetMemberSlots())
+ for (MemberSlot const& member : GetMemberSlots())
{
if (!ObjectAccessor::FindConnectedPlayer(member.guid))
{
@@ -2196,7 +2196,7 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo)
stmt->setFloat(3, instanceEntrance->target_Orientation);
stmt->setUInt32(4, graveyardLocation->map_id);
stmt->setUInt32(5, zoneId);
- stmt->setUInt32(6, member.guid);
+ stmt->setUInt32(6, member.guid.GetCounter());
stmt->setUInt32(7, map->GetId());
CharacterDatabase.Execute(stmt);