Core/Maps: Use FindMap instead of CreateBaseMap in places where the intent was to check for a existing map (and a loaded grid on that map)

Port From (https://github.com/TrinityCore/TrinityCore/commit/4c173e4b7b35161fcaaa4917da8fde2e4f3cbdd8)
This commit is contained in:
hondacrx
2020-07-24 18:14:35 -04:00
parent 97ee7c437d
commit b628eaec35
4 changed files with 37 additions and 47 deletions
@@ -34,7 +34,7 @@ namespace Game.BattleFields
m_BattleId = BattlefieldIds.WG;
m_ZoneId = WGConst.ZoneId;
m_MapId = WGConst.MapId;
m_Map = Global.MapMgr.FindMap(m_MapId, 0);
m_Map = Global.MapMgr.CreateBaseMap(m_MapId);
m_MaxPlayer = WorldConfig.GetUIntValue(WorldCfg.WintergraspPlrMax);
m_IsEnabled = WorldConfig.GetBoolValue(WorldCfg.WintergraspEnable);