Dungeon Finder: Fix Teleport issues
- Trying to leave the dungeon using the portal will teleport you back to the save point - If group is disbanded all people is teleported out --HG-- branch : trunk
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@@ -374,10 +374,13 @@ uint32 Group::RemoveMember(const uint64 &guid, const uint8 &method)
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if (method == 1)
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{
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data.Initialize(SMSG_GROUP_UNINVITE, 0);
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player->GetSession()->SendLfgUpdateParty(LFG_UPDATETYPE_LEADER);
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player->GetSession()->SendPacket(&data);
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}
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player->GetSession()->SendLfgUpdateParty(LFG_UPDATETYPE_LEADER);
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if (isLFGGroup() && player->GetMap()->IsDungeon())
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player->TeleportToBGEntryPoint();
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//we already removed player from group and in player->GetGroup() is his original group!
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if (Group* group = player->GetGroup())
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{
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@@ -448,6 +451,8 @@ void Group::Disband(bool hideDestroy)
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else
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player->SetGroup(NULL);
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if (isLFGGroup() && player->GetMap()->IsDungeon())
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player->TeleportToBGEntryPoint();
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player->GetSession()->SendLfgUpdateParty(LFG_UPDATETYPE_GROUP_DISBAND);
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player->GetSession()->SendLfgUpdateParty(LFG_UPDATETYPE_LEADER);
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}
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@@ -32,7 +32,6 @@
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#include "Util.h"
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#include "SpellAuras.h"
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#include "Vehicle.h"
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#include "LFGMgr.h"
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class Aura;
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@@ -384,8 +383,6 @@ void WorldSession::HandleGroupDisbandOpcode(WorldPacket & /*recv_data*/)
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SendPartyResult(PARTY_OP_LEAVE, GetPlayer()->GetName(), ERR_PARTY_RESULT_OK);
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GetPlayer()->RemoveFromGroup();
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if (grp->isLFGGroup() && GetPlayer()->GetMap()->IsDungeon())
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GetPlayer()->TeleportToBGEntryPoint();
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}
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void WorldSession::HandleLootMethodOpcode(WorldPacket & recv_data)
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@@ -937,6 +937,10 @@ void WorldSession::HandleAreaTriggerOpcode(WorldPacket & recv_data)
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if (GetPlayer()->GetMapId() != at->target_mapId && !sMapMgr.CanPlayerEnter(at->target_mapId, GetPlayer(), false))
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return;
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// Check if we are in LfgGroup and trying to get out the dungeon
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if (GetPlayer()->GetGroup() && GetPlayer()->GetGroup()->isLFGGroup() && GetPlayer()->GetMap()->IsDungeon() && at->target_mapId != GetPlayer()->GetMapId())
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GetPlayer()->TeleportToBGEntryPoint();
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else
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GetPlayer()->TeleportTo(at->target_mapId,at->target_X,at->target_Y,at->target_Z,at->target_Orientation,TELE_TO_NOT_LEAVE_TRANSPORT);
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}
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