From 7fbd035620bfc5813a3366b9cb2f91deb7a216aa Mon Sep 17 00:00:00 2001 From: robinsch Date: Mon, 29 Jun 2015 10:49:43 +0200 Subject: Core/WorldState: Send BATTLEFIELD_WG_WORLD_STATE_ACTIVE when sending initial world states for Wintergrasp. This will fix issue #14913 --- src/server/game/Entities/Player/Player.cpp | 10 +++------- 1 file changed, 3 insertions(+), 7 deletions(-) (limited to 'src') diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index 5f68b6de320..55d882c65d3 100644 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -9616,13 +9616,9 @@ void Player::SendBattlefieldWorldStates() { if (BattlefieldWG* wg = (BattlefieldWG*)sBattlefieldMgr->GetBattlefieldByBattleId(BATTLEFIELD_BATTLEID_WG)) { - if (wg->IsWarTime()) - SendUpdateWorldState(ClockWorldState[1], uint32(time(NULL))); - else // Time to next battle - { - uint32 timer = wg->GetTimer() / 1000; - SendUpdateWorldState(ClockWorldState[1], time(NULL) + timer); - } + SendUpdateWorldState(BATTLEFIELD_WG_WORLD_STATE_ACTIVE, wg->IsWarTime() ? 0 : 1); + uint32 timer = wg->IsWarTime() ? 0 : (wg->GetTimer() / 1000); // 0 - Time to next battle + SendUpdateWorldState(ClockWorldState[1], uint32(time(NULL) + timer)); } } } -- cgit v1.2.3