Core/Map: Reenable error msg to find missing graveyards and use a better msg when a zone id is not found
--HG-- branch : trunk
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@@ -5960,8 +5960,12 @@ WorldSafeLocsEntry const *ObjectMgr::GetClosestGraveYard(float x, float y, float
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// search for zone associated closest graveyard
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// search for zone associated closest graveyard
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uint32 zoneId = sMapMgr.GetZoneId(MapId,x,y,z);
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uint32 zoneId = sMapMgr.GetZoneId(MapId,x,y,z);
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if (!zoneId && z > -500)
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if (!zoneId)
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sLog.outError("Bad zoneId: Map = %u (%f, %f, %f)", MapId, x, y, z);
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{
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if (z > -500)
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sLog.outError("ZoneId not found for map %u coords (%f, %f, %f)", MapId, x, y, z);
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return NULL;
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}
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// Simulate std. algorithm:
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// Simulate std. algorithm:
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@@ -5978,7 +5982,7 @@ WorldSafeLocsEntry const *ObjectMgr::GetClosestGraveYard(float x, float y, float
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if (graveLow == graveUp && !map->IsBattleArena())
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if (graveLow == graveUp && !map->IsBattleArena())
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{
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{
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//sLog.outErrorDb("Table `game_graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.",zoneId,team);
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sLog.outErrorDb("Table `game_graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.",zoneId,team);
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return NULL;
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return NULL;
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}
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}
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