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)
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@@ -387,7 +387,7 @@ namespace Game.DungeonFinding
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joinData.result = LfgJoinResult.CantUseDungeons;
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else if (player.HasAura(SharedConst.LFGSpellDungeonDeserter))
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joinData.result = LfgJoinResult.DeserterPlayer;
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else if (player.HasAura(SharedConst.LFGSpellDungeonCooldown))
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else if (!isContinue && player.HasAura(SharedConst.LFGSpellDungeonCooldown))
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joinData.result = LfgJoinResult.RandomCooldownPlayer;
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else if (dungeons.Empty())
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joinData.result = LfgJoinResult.NoSlots;
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@@ -409,7 +409,7 @@ namespace Game.DungeonFinding
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joinData.result = LfgJoinResult.NoLfgObject;
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if (plrg.HasAura(SharedConst.LFGSpellDungeonDeserter))
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joinData.result = LfgJoinResult.DeserterParty;
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else if (plrg.HasAura(SharedConst.LFGSpellDungeonCooldown))
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else if (!isContinue && plrg.HasAura(SharedConst.LFGSpellDungeonCooldown))
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joinData.result = LfgJoinResult.RandomCooldownParty;
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else if (plrg.InBattleground() || plrg.InArena() || plrg.InBattlegroundQueue())
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joinData.result = LfgJoinResult.CantUseDungeons;
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