Core/Battlefields: Refactor Battlefield creation to be linked to host map creation instead of having globally accessible objects
Port From (https://github.com/TrinityCore/TrinityCore/commit/073a036d84365dae60a70064eb67e68f0447bd72)
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@@ -374,7 +374,7 @@ namespace Game.Entities
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if (area.HasFlag(AreaFlags.Arena))
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return true;
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if (Global.BattleFieldMgr.GetBattlefieldToZoneId(area.Id) != null)
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if (Global.BattleFieldMgr.IsWorldPvpArea(area.Id))
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return true;
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area = CliDB.AreaTableStorage.LookupByKey(area.ParentAreaID);
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@@ -4018,7 +4018,7 @@ namespace Game.Entities
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ClosestGrave = bg.GetClosestGraveYard(this);
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else
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{
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BattleField bf = Global.BattleFieldMgr.GetBattlefieldToZoneId(GetZoneId());
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BattleField bf = Global.BattleFieldMgr.GetBattlefieldToZoneId(GetMap(), GetZoneId());
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if (bf != null)
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ClosestGrave = bf.GetClosestGraveYard(this);
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else
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