From c223b88da2500f9fa23b26ab08d6a19dd78849e3 Mon Sep 17 00:00:00 2001 From: Ascathor Date: Mon, 17 Feb 2014 01:05:19 +0100 Subject: Core/LFR: Fix a theoretical error with item_level Despite the check never happening (player->GetAverageItemLevel() < 0 is impossible), it is more efficient. Also improves codestyle consistency. Original fix by @emsy. --- src/server/game/DungeonFinding/LFGMgr.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src') diff --git a/src/server/game/DungeonFinding/LFGMgr.cpp b/src/server/game/DungeonFinding/LFGMgr.cpp index 1665eae0fcc..822ae904ef1 100644 --- a/src/server/game/DungeonFinding/LFGMgr.cpp +++ b/src/server/game/DungeonFinding/LFGMgr.cpp @@ -405,7 +405,7 @@ void LFGMgr::InitializeLockedDungeons(Player* player, uint8 level /* = 0 */) lockData = LFG_LOCKSTATUS_NOT_IN_SEASON; else if (AccessRequirement const* ar = sObjectMgr->GetAccessRequirement(dungeon->map, Difficulty(dungeon->difficulty))) { - if (player->GetAverageItemLevel() < ar->item_level) + if (ar->item_level && player->GetAverageItemLevel() < ar->item_level) lockData = LFG_LOCKSTATUS_TOO_LOW_GEAR_SCORE; else if (ar->achievement && !player->HasAchieved(ar->achievement)) lockData = LFG_LOCKSTATUS_MISSING_ACHIEVEMENT; -- cgit v1.2.3