Core/Dungeon Finder: Show player selected dungeon in proposal window only if its a new dungeon
--HG-- branch : trunk
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@@ -548,11 +548,19 @@ void WorldSession::SendUpdateProposal(uint32 proposalId, LfgProposal* pProp)
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uint32 pLowGroupGuid = ppPlayer->groupLowGuid;
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uint32 dLowGuid = pProp->groupLowGuid;
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uint32 dungeonId = pProp->dungeonId;
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uint32 isSameDungeon = GetPlayer()->GetGroup() && GetPlayer()->GetGroup()->GetLfgDungeonEntry() == dungeonId;
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bool isSameDungeon = false;
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bool isContinue = false;
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Group* grp = dLowGuid ? sObjectMgr.GetGroupByGUID(dLowGuid) : NULL;
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if (grp)
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{
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isContinue = grp->isLFGGroup() && !grp->isLfgDungeonComplete();
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isSameDungeon = GetPlayer()->GetGroup() == grp;
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}
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sLog.outDebug("SMSG_LFG_PROPOSAL_UPDATE [" UI64FMTD "] state: %u", GetPlayer()->GetGUID(), pProp->state);
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WorldPacket data(SMSG_LFG_PROPOSAL_UPDATE, 4 + 1 + 4 + 4 + 1 + 1 + pProp->players.size() * (4 + 1 + 1 + 1 + 1 +1));
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if (!dLowGuid && GetPlayer()->GetLfgDungeons()->size() == 1) // New group - select the dungeon the player selected
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if (!isContinue) // Only show proposal dungeon if it's continue
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dungeonId = (*GetPlayer()->GetLfgDungeons()->begin());
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if (LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(dungeonId))
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dungeonId = dungeon->Entry();
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