* Do not output "Table game_graveyard_zone incomplete" for maps of type MAP_ARENA. These are not meant to have graveyards anyway.
--HG-- branch : trunk
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@@ -4834,7 +4834,10 @@ WorldSafeLocsEntry const *ObjectMgr::GetClosestGraveYard(float x, float y, float
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// then check faction
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// then check faction
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GraveYardMap::const_iterator graveLow = mGraveYardMap.lower_bound(zoneId);
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GraveYardMap::const_iterator graveLow = mGraveYardMap.lower_bound(zoneId);
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GraveYardMap::const_iterator graveUp = mGraveYardMap.upper_bound(zoneId);
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GraveYardMap::const_iterator graveUp = mGraveYardMap.upper_bound(zoneId);
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if(graveLow==graveUp)
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MapEntry const* map = sMapStore.LookupEntry(MapId);
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// not need to check validity of map object; MapId _MUST_ be valid here
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if(graveLow==graveUp && !map->IsBattleArena())
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{
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{
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sLog.outErrorDb("Table `game_graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.",zoneId,team);
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sLog.outErrorDb("Table `game_graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.",zoneId,team);
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return NULL;
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return NULL;
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