Fix arena unit frames, original code by A Metaphysical Drama
--HG-- branch : trunk
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@@ -176,7 +176,7 @@ void BattlegroundMgr::Update(uint32 diff)
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}
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}
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void BattlegroundMgr::BuildBattlegroundStatusPacket(WorldPacket *data, Battleground *bg, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint8 arenatype)
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void BattlegroundMgr::BuildBattlegroundStatusPacket(WorldPacket *data, Battleground *bg, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint8 arenatype, uint8 uiFrame)
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{
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// we can be in 2 queues in same time...
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@@ -221,7 +221,7 @@ void BattlegroundMgr::BuildBattlegroundStatusPacket(WorldPacket *data, Battlegro
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*data << uint64(0); // 3.3.5, unknown
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*data << uint32(Time1); // time to bg auto leave, 0 at bg start, 120000 after bg end, milliseconds
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*data << uint32(Time2); // time from bg start, milliseconds
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*data << uint8(/*bg->isArena() ? 0 :*/ 1); // unk, possibly 0 == preparation phase, 1 == battle
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*data << uint8(uiFrame);
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break;
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default:
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sLog.outError("Unknown BG status!");
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