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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@@ -4275,7 +4275,7 @@ namespace Game.Spells
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Battleground bg = target.ToPlayer().GetBattleground();
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if (bg)
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bg.RemovePlayerFromResurrectQueue(target.GetGUID());
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BattleField bf = Global.BattleFieldMgr.GetBattlefieldToZoneId(target.GetZoneId());
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BattleField bf = Global.BattleFieldMgr.GetBattlefieldToZoneId(target.GetMap(), target.GetZoneId());
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if (bf != null)
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bf.RemovePlayerFromResurrectQueue(target.GetGUID());
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}
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