Core/Achievements: Refactored HasAchieved to take only achievement id as parameter
This commit is contained in:
@@ -389,7 +389,7 @@ void LFGMgr::InitializeLockedDungeons(Player* player)
|
||||
locktype = LFG_LOCKSTATUS_TOO_HIGH_LEVEL;
|
||||
else if (locktype == LFG_LOCKSTATUS_OK && ar)
|
||||
{
|
||||
if (ar->achievement && !player->GetAchievementMgr().HasAchieved(sAchievementStore.LookupEntry(ar->achievement)))
|
||||
if (ar->achievement && !player->GetAchievementMgr().HasAchieved(ar->achievement))
|
||||
locktype = LFG_LOCKSTATUS_RAID_LOCKED; // FIXME: Check the correct lock value
|
||||
else if (player->GetTeam() == ALLIANCE && ar->quest_A && !player->GetQuestRewardStatus(ar->quest_A))
|
||||
locktype = LFG_LOCKSTATUS_QUEST_NOT_COMPLETED;
|
||||
|
||||
Reference in New Issue
Block a user