Core/WorldState: Send BATTLEFIELD_WG_WORLD_STATE_ACTIVE when sending initial world states for Wintergrasp. This will fix issue #14913

This commit is contained in:
robinsch committed 2015-06-29 10:49:43 +02:00
1 parent 1a34fde96b
commit 7fbd035620
1 file changed
+3 -7
+3 -7
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@@ -9616,13 +9616,9 @@ void Player::SendBattlefieldWorldStates()
{
if (BattlefieldWG* wg = (BattlefieldWG*)sBattlefieldMgr->GetBattlefieldByBattleId(BATTLEFIELD_BATTLEID_WG))
{
if (wg->IsWarTime())
SendUpdateWorldState(ClockWorldState[1], uint32(time(NULL)));
else // Time to next battle
{
uint32 timer = wg->GetTimer() / 1000;
SendUpdateWorldState(ClockWorldState[1], time(NULL) + timer);
}
SendUpdateWorldState(BATTLEFIELD_WG_WORLD_STATE_ACTIVE, wg->IsWarTime() ? 0 : 1);
uint32 timer = wg->IsWarTime() ? 0 : (wg->GetTimer() / 1000); // 0 - Time to next battle
SendUpdateWorldState(ClockWorldState[1], uint32(time(NULL) + timer));
}
}
}