*use ASSERT macro instead of regular assert for better output.
--HG-- branch : trunk
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@@ -358,7 +358,7 @@ void LFGMgr::Join(Player *plr)
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void LFGMgr::Leave(Player *plr, Group *grp /* = NULL*/)
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{
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uint64 guid = grp ? grp->GetGUID() : plr ? plr->GetGUID() : 0;
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assert(guid);
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ASSERT(guid);
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// Check if player was in a rolecheck
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if (grp)
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@@ -405,7 +405,7 @@ void LFGMgr::Leave(Player *plr, Group *grp /* = NULL*/)
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/// <param name="plr">Player</param>
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void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
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{
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assert(grp);
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ASSERT(grp);
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uint32 rolecheckId = GUID_LOPART(grp->GetGUID());
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LfgRoleCheck *pRoleCheck = NULL;
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@@ -685,7 +685,7 @@ bool LFGMgr::CheckGroupRoles(LfgRolesMap &groles, bool removeLeaderFlag /*= true
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/// <param name="status">Player status in LFG system</param>
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void LFGMgr::BuildLfgRoleCheck(WorldPacket &data, LfgRoleCheck *pRoleCheck)
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{
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assert(pRoleCheck);
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ASSERT(pRoleCheck);
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Player *plr;
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uint8 roles;
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@@ -818,7 +818,7 @@ void LFGMgr::BuildRewardBlock(WorldPacket &data, uint32 dungeon, Player *plr)
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/// <param name="lock">lock status map</param>
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void LFGMgr::BuildPartyLockDungeonBlock(WorldPacket &data, LfgLockStatusMap *lockMap)
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{
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assert(lockMap);
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ASSERT(lockMap);
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data << uint8(lockMap->size());
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@@ -845,7 +845,7 @@ void LFGMgr::BuildPartyLockDungeonBlock(WorldPacket &data, LfgLockStatusMap *loc
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/// <param name="lock">lock status list</param>
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void LFGMgr::BuildPlayerLockDungeonBlock(WorldPacket &data, LfgLockStatusSet *lockSet)
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{
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assert(lockSet);
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ASSERT(lockSet);
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data << uint32(lockSet->size()); // Size of lock dungeons
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for (LfgLockStatusSet::iterator it = lockSet->begin(); it != lockSet->end(); ++it)
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{
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@@ -873,8 +873,8 @@ void LFGMgr::BuildPlayerLockDungeonBlock(WorldPacket &data, LfgLockStatusSet *lo
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/// <returns>LfgLockStatusMap*</returns>
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LfgLockStatusMap* LFGMgr::GetPartyLockStatusDungeons(Player *plr, LfgDungeonSet *dungeons)
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{
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assert(plr);
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assert(dungeons);
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ASSERT(plr);
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ASSERT(dungeons);
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Group *grp = plr->GetGroup();
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if (!grp)
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return NULL;
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@@ -919,7 +919,7 @@ LfgLockStatusSet* LFGMgr::GetPlayerLockStatusDungeons(Player *plr, LfgDungeonSet
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for (LfgDungeonSet::const_iterator it = dungeons->begin(); it != dungeons->end(); ++it)
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{
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dungeon = sLFGDungeonStore.LookupEntry(*it);
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assert(dungeon); // Will never happen - We provide a list from sLFGDungeonStore
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ASSERT(dungeon); // Will never happen - We provide a list from sLFGDungeonStore
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locktype = LFG_LOCKSTATUS_OK;
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if (dungeon->expansion > expansion)
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