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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@@ -5731,7 +5731,7 @@ namespace Game.Spells
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// allow always ghost flight spells
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if (m_originalCaster != null && m_originalCaster.IsTypeId(TypeId.Player) && m_originalCaster.IsAlive())
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{
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BattleField Bf = Global.BattleFieldMgr.GetBattlefieldToZoneId(m_originalCaster.GetZoneId());
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BattleField Bf = Global.BattleFieldMgr.GetBattlefieldToZoneId(m_originalCaster.GetMap(), m_originalCaster.GetZoneId());
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var area = CliDB.AreaTableStorage.LookupByKey(m_originalCaster.GetAreaId());
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if (area != null)
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if (area.HasFlag(AreaFlags.NoFlyZone) || (Bf != null && !Bf.CanFlyIn()))
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