Core/LFG: Ignore LFG cooldown when joining queue to replace missing party member when dungeon is already in progress

Port From (https://github.com/TrinityCore/TrinityCore/commit/c2eff8fabcc348d20bcbde19b5db0f76c3d7738e)
This commit is contained in:
hondacrx
2021-11-23 20:52:45 -05:00
parent d674238f7d
commit 38b90598de
+2 -2
View File
@@ -387,7 +387,7 @@ namespace Game.DungeonFinding
joinData.result = LfgJoinResult.CantUseDungeons;
else if (player.HasAura(SharedConst.LFGSpellDungeonDeserter))
joinData.result = LfgJoinResult.DeserterPlayer;
else if (player.HasAura(SharedConst.LFGSpellDungeonCooldown))
else if (!isContinue && player.HasAura(SharedConst.LFGSpellDungeonCooldown))
joinData.result = LfgJoinResult.RandomCooldownPlayer;
else if (dungeons.Empty())
joinData.result = LfgJoinResult.NoSlots;
@@ -409,7 +409,7 @@ namespace Game.DungeonFinding
joinData.result = LfgJoinResult.NoLfgObject;
if (plrg.HasAura(SharedConst.LFGSpellDungeonDeserter))
joinData.result = LfgJoinResult.DeserterParty;
else if (plrg.HasAura(SharedConst.LFGSpellDungeonCooldown))
else if (!isContinue && plrg.HasAura(SharedConst.LFGSpellDungeonCooldown))
joinData.result = LfgJoinResult.RandomCooldownParty;
else if (plrg.InBattleground() || plrg.InArena() || plrg.InBattlegroundQueue())
joinData.result = LfgJoinResult.CantUseDungeons;