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-rw-r--r--src/game/BattleGround.cpp2
-rw-r--r--src/game/BattleGroundMgr.cpp8
-rw-r--r--src/game/MovementHandler.cpp1
-rw-r--r--src/game/Unit.cpp1
-rw-r--r--src/shared/revision_nr.h2
5 files changed, 4 insertions, 10 deletions
diff --git a/src/game/BattleGround.cpp b/src/game/BattleGround.cpp
index 0874210e1d4..66c44520745 100644
--- a/src/game/BattleGround.cpp
+++ b/src/game/BattleGround.cpp
@@ -836,7 +836,7 @@ void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPac
DecreaseInvitedCount(team);
//we should update battleground queue, but only if bg isn't ending
- if (GetQueueId() < MAX_BATTLEGROUND_QUEUES)
+ if (GetStatus() < STATUS_WAIT_LEAVE)
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, GetQueueId());
Group * group = plr->GetGroup();
diff --git a/src/game/BattleGroundMgr.cpp b/src/game/BattleGroundMgr.cpp
index ce1fa4a9fe9..f2ebee8538f 100644
--- a/src/game/BattleGroundMgr.cpp
+++ b/src/game/BattleGroundMgr.cpp
@@ -210,7 +210,7 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou
{
//we must check premade and normal team's queue - because when players from premade are joining bg,
//they leave groupinfo so we can't use its players size to find out index
- for (uint32 j = index; j < BG_QUEUE_GROUP_TYPES_COUNT - 1; j += BG_QUEUE_NORMAL_ALLIANCE)
+ for (uint32 j = index; j < BG_QUEUE_GROUP_TYPES_COUNT; j += BG_QUEUE_NORMAL_ALLIANCE)
{
for(group_itr_tmp = m_QueuedGroups[queue_id_tmp][j].begin(); group_itr_tmp != m_QueuedGroups[queue_id_tmp][j].end(); ++group_itr_tmp)
{
@@ -630,11 +630,7 @@ should be called from BattleGround::RemovePlayer function in some cases
*/
void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType, bool isRated, uint32 arenaRating)
{
- // this can happen when removing last player from battleground
- if( queue_id == MAX_BATTLEGROUND_QUEUES )
- return;
-
- //if no players in queue ... do nothing
+ //if no players in queue - do nothing
if( m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].empty() &&
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].empty() &&
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].empty() &&
diff --git a/src/game/MovementHandler.cpp b/src/game/MovementHandler.cpp
index 8ada92957ec..83b024047d3 100644
--- a/src/game/MovementHandler.cpp
+++ b/src/game/MovementHandler.cpp
@@ -89,7 +89,6 @@ void WorldSession::HandleMoveWorldportAckOpcode()
return;
}
- //this will set player's team ... so IT MUST BE CALLED BEFORE SendInitialPacketsAfterAddToMap()
// battleground state prepare (in case join to BG), at relogin/tele player not invited
// only add to bg group and object, if the player was invited (else he entered through command)
if(_player->InBattleGround())
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index dbffb58c481..fdbfdf1593c 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -1970,7 +1970,6 @@ void Unit::CalcAbsorbResist(Unit *pVictim,SpellSchoolMask schoolMask, DamageEffe
Unit* caster = (*i)->GetCaster();
if (!caster)
break;
- int32 reflectDamage = 0;
AuraList const& vOverRideCS = caster->GetAurasByType(SPELL_AURA_DUMMY);
for(AuraList::const_iterator k = vOverRideCS.begin(); k != vOverRideCS.end(); ++k)
{
diff --git a/src/shared/revision_nr.h b/src/shared/revision_nr.h
index 2476662f668..31229f6295e 100644
--- a/src/shared/revision_nr.h
+++ b/src/shared/revision_nr.h
@@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
- #define REVISION_NR "7350"
+ #define REVISION_NR "7351"
#endif // __REVISION_NR_H__