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-rw-r--r--src/game/Handlers/MovementHandler.cpp2
-rw-r--r--src/game/Maps/Map.h2
2 files changed, 2 insertions, 2 deletions
diff --git a/src/game/Handlers/MovementHandler.cpp b/src/game/Handlers/MovementHandler.cpp
index 3d42e1af43..bf6fbdefaf 100644
--- a/src/game/Handlers/MovementHandler.cpp
+++ b/src/game/Handlers/MovementHandler.cpp
@@ -74,7 +74,7 @@ void WorldSession::HandleMoveWorldportAckOpcode()
Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), GetPlayer());
// the CanEnter checks are done in TeleporTo but conditions may change
// while the player is in transit, for example the map may get full
- if (!newMap || !newMap->CanEnter(GetPlayer()))
+ if (!newMap || !newMap->CanEnter(GetPlayer(), false))
{
sLog->outError("Map %d could not be created for player %d, porting player to homebind", loc.GetMapId(), GetPlayer()->GetGUIDLow());
GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
diff --git a/src/game/Maps/Map.h b/src/game/Maps/Map.h
index 8f5009cf19..93061f4a3f 100644
--- a/src/game/Maps/Map.h
+++ b/src/game/Maps/Map.h
@@ -368,7 +368,7 @@ class Map : public GridRefManager<NGridType>
uint32 GetInstanceId() const { return i_InstanceId; }
uint8 GetSpawnMode() const { return (i_spawnMode); }
- virtual bool CanEnter(Player* /*player*/, bool loginCheck = false) { return true; }
+ virtual bool CanEnter(Player* /*player*/, bool /*loginCheck = false*/) { return true; }
const char* GetMapName() const;
// have meaning only for instanced map (that have set real difficulty)