Core/LFG: commented out a previous change that was causing issues with lfg dungeon locks.
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@@ -433,8 +433,8 @@ void LFGMgr::InitializeLockedDungeons(Player* player)
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locktype = LFG_LOCKSTATUS_RAID_LOCKED;
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locktype = LFG_LOCKSTATUS_RAID_LOCKED;
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else if (dungeon->difficulty > DUNGEON_DIFFICULTY_NORMAL && player->GetBoundInstance(dungeon->map, Difficulty(dungeon->difficulty)))
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else if (dungeon->difficulty > DUNGEON_DIFFICULTY_NORMAL && player->GetBoundInstance(dungeon->map, Difficulty(dungeon->difficulty)))
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{
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{
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if (!player->GetGroup() || !player->GetGroup()->isLFGGroup() || GetDungeon(player->GetGroup()->GetGUID(), true) != dungeon->ID || GetState(player->GetGroup()->GetGUID()) != LFG_STATE_DUNGEON)
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//if (!player->GetGroup() || !player->GetGroup()->isLFGGroup() || GetDungeon(player->GetGroup()->GetGUID(), true) != dungeon->ID || GetState(player->GetGroup()->GetGUID()) != LFG_STATE_DUNGEON)
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locktype = LFG_LOCKSTATUS_RAID_LOCKED;
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locktype = LFG_LOCKSTATUS_RAID_LOCKED;
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}
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}
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else if (dungeon->minlevel > level)
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else if (dungeon->minlevel > level)
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locktype = LFG_LOCKSTATUS_TOO_LOW_LEVEL;
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locktype = LFG_LOCKSTATUS_TOO_LOW_LEVEL;
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