Do not allow an instance map to be created twice if it already exists. Fix #4018.
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@@ -521,7 +521,7 @@ void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
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DeleteInstanceFromDB(instanceId); // even if save not loaded
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Map* iMap = ((MapInstanced*)map)->FindMap(instanceId);
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Map* iMap = ((MapInstanced*)map)->FindInstanceMap(instanceId);
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if (iMap && iMap->IsDungeon())
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((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
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