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:
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user