* Rename: BattleGround -> Battleground.
--HG-- branch : trunk
This commit is contained in:
@@ -2009,7 +2009,7 @@ void Map::DelayedUpdate(const uint32 t_diff)
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// Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load !
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// This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
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if (!IsBattleGroundOrArena())
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if (!IsBattlegroundOrArena())
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{
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for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end();)
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{
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@@ -2598,25 +2598,25 @@ uint32 InstanceMap::GetMaxResetDelay() const
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/* ******* Battleground Instance Maps ******* */
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BattleGroundMap::BattleGroundMap(uint32 id, time_t expiry, uint32 InstanceId, Map* _parent, uint8 spawnMode)
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BattlegroundMap::BattlegroundMap(uint32 id, time_t expiry, uint32 InstanceId, Map* _parent, uint8 spawnMode)
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: Map(id, expiry, InstanceId, spawnMode, _parent)
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{
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//lets initialize visibility distance for BG/Arenas
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BattleGroundMap::InitVisibilityDistance();
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BattlegroundMap::InitVisibilityDistance();
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}
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BattleGroundMap::~BattleGroundMap()
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BattlegroundMap::~BattlegroundMap()
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{
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}
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void BattleGroundMap::InitVisibilityDistance()
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void BattlegroundMap::InitVisibilityDistance()
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{
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//init visibility distance for BG/Arenas
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m_VisibleDistance = World::GetMaxVisibleDistanceInBGArenas();
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m_VisibilityNotifyPeriod = World::GetVisibilityNotifyPeriodInBGArenas();
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}
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bool BattleGroundMap::CanEnter(Player * player)
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bool BattlegroundMap::CanEnter(Player * player)
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{
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if (player->GetMapRef().getTarget() == this)
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{
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@@ -2625,7 +2625,7 @@ bool BattleGroundMap::CanEnter(Player * player)
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return false;
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}
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if (player->GetBattleGroundId() != GetInstanceId())
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if (player->GetBattlegroundId() != GetInstanceId())
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return false;
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// player number limit is checked in bgmgr, no need to do it here
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@@ -2633,7 +2633,7 @@ bool BattleGroundMap::CanEnter(Player * player)
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return Map::CanEnter(player);
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}
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bool BattleGroundMap::Add(Player * player)
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bool BattlegroundMap::Add(Player * player)
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{
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{
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ACE_GUARD_RETURN(ACE_Thread_Mutex, guard, Lock, false);
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@@ -2646,24 +2646,24 @@ bool BattleGroundMap::Add(Player * player)
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return Map::Add(player);
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}
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void BattleGroundMap::Remove(Player *player, bool remove)
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void BattlegroundMap::Remove(Player *player, bool remove)
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{
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sLog.outDetail("MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to another map", player->GetName(), GetInstanceId(), GetMapName());
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Map::Remove(player, remove);
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}
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void BattleGroundMap::SetUnload()
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void BattlegroundMap::SetUnload()
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{
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m_unloadTimer = MIN_UNLOAD_DELAY;
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}
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void BattleGroundMap::RemoveAllPlayers()
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void BattlegroundMap::RemoveAllPlayers()
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{
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if (HavePlayers())
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for (MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
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if (Player* plr = itr->getSource())
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if (!plr->IsBeingTeleportedFar())
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plr->TeleportTo(plr->GetBattleGroundEntryPoint());
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plr->TeleportTo(plr->GetBattlegroundEntryPoint());
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}
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+10
-10
@@ -50,7 +50,7 @@ class CreatureGroup;
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struct ScriptInfo;
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struct ScriptAction;
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struct Position;
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class BattleGround;
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class Battleground;
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class MapInstanced;
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class InstanceMap;
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@@ -369,9 +369,9 @@ class Map : public GridRefManager<NGridType>
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bool IsRaid() const { return i_mapEntry && i_mapEntry->IsRaid(); }
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bool IsRaidOrHeroicDungeon() const { return IsRaid() || i_spawnMode > DUNGEON_DIFFICULTY_NORMAL; }
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bool IsHeroic() const { return IsRaid() ? i_spawnMode >= RAID_DIFFICULTY_10MAN_HEROIC : i_spawnMode >= DUNGEON_DIFFICULTY_HEROIC; }
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bool IsBattleGround() const { return i_mapEntry && i_mapEntry->IsBattleGround(); }
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bool IsBattleground() const { return i_mapEntry && i_mapEntry->IsBattleground(); }
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bool IsBattleArena() const { return i_mapEntry && i_mapEntry->IsBattleArena(); }
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bool IsBattleGroundOrArena() const { return i_mapEntry && i_mapEntry->IsBattleGroundOrArena(); }
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bool IsBattlegroundOrArena() const { return i_mapEntry && i_mapEntry->IsBattlegroundOrArena(); }
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bool GetEntrancePos(int32 &mapid, float &x, float &y)
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{
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if (!i_mapEntry)
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@@ -520,7 +520,7 @@ class Map : public GridRefManager<NGridType>
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time_t i_gridExpiry;
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//used for fast base_map (e.g. MapInstanced class object) search for
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//InstanceMaps and BattleGroundMaps...
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//InstanceMaps and BattlegroundMaps...
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Map* m_parentMap;
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NGridType* i_grids[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
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@@ -610,11 +610,11 @@ class InstanceMap : public Map
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uint32 i_script_id;
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};
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class BattleGroundMap : public Map
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class BattlegroundMap : public Map
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{
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public:
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BattleGroundMap(uint32 id, time_t, uint32 InstanceId, Map* _parent, uint8 spawnMode);
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~BattleGroundMap();
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BattlegroundMap(uint32 id, time_t, uint32 InstanceId, Map* _parent, uint8 spawnMode);
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~BattlegroundMap();
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bool Add(Player *);
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void Remove(Player *, bool);
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@@ -624,10 +624,10 @@ class BattleGroundMap : public Map
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void RemoveAllPlayers();
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virtual void InitVisibilityDistance();
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BattleGround* GetBG() { return m_bg; }
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void SetBG(BattleGround* bg) { m_bg = bg; }
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Battleground* GetBG() { return m_bg; }
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void SetBG(Battleground* bg) { m_bg = bg; }
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private:
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BattleGround* m_bg;
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Battleground* m_bg;
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};
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/*inline
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@@ -21,7 +21,7 @@
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#include "MapInstanced.h"
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#include "ObjectMgr.h"
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#include "MapManager.h"
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#include "BattleGround.h"
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#include "Battleground.h"
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#include "VMapFactory.h"
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#include "InstanceSaveMgr.h"
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#include "World.h"
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@@ -116,15 +116,15 @@ Map* MapInstanced::CreateInstance(const uint32 mapId, Player * player)
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Map* map = NULL;
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uint32 NewInstanceId = 0; // instanceId of the resulting map
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if (IsBattleGroundOrArena())
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if (IsBattlegroundOrArena())
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{
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// instantiate or find existing bg map for player
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// the instance id is set in battlegroundid
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NewInstanceId = player->GetBattleGroundId();
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NewInstanceId = player->GetBattlegroundId();
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if (!NewInstanceId) return NULL;
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map = _FindMap(NewInstanceId);
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if (!map)
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map = CreateBattleGround(NewInstanceId, player->GetBattleGround());
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map = CreateBattleground(NewInstanceId, player->GetBattleground());
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}
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else
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{
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@@ -202,19 +202,19 @@ InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave *save,
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return map;
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}
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BattleGroundMap* MapInstanced::CreateBattleGround(uint32 InstanceId, BattleGround* bg)
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BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId, Battleground* bg)
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{
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// load/create a map
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ACE_GUARD_RETURN(ACE_Thread_Mutex, Guard, Lock, NULL);
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sLog.outDebug("MapInstanced::CreateBattleGround: map bg %d for %d created.", InstanceId, GetId());
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sLog.outDebug("MapInstanced::CreateBattleground: map bg %d for %d created.", InstanceId, GetId());
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PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),bg->GetMinLevel());
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uint8 spawnMode = bracketEntry ? bracketEntry->difficulty : REGULAR_DIFFICULTY;
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BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId, this, spawnMode);
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ASSERT(map->IsBattleGroundOrArena());
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BattlegroundMap *map = new BattlegroundMap(GetId(), GetGridExpiry(), InstanceId, this, spawnMode);
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ASSERT(map->IsBattlegroundOrArena());
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map->SetBG(bg);
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bg->SetBgMap(map);
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@@ -64,7 +64,7 @@ class MapInstanced : public Map
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private:
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InstanceMap* CreateInstance(uint32 InstanceId, InstanceSave *save, Difficulty difficulty);
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BattleGroundMap* CreateBattleGround(uint32 InstanceId, BattleGround* bg);
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BattlegroundMap* CreateBattleground(uint32 InstanceId, Battleground* bg);
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InstancedMaps m_InstancedMaps;
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