Core/BG: Corrected data sent in SMSG_BATTLEFIELD_STATUS packet.
*should* close #7994
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@@ -396,7 +396,7 @@ void BattlegroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount)
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plr2->RemoveBattlegroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to
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// queue->removeplayer, it causes bugs
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WorldPacket data;
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sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0);
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sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0, 0);
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plr2->GetSession()->SendPacket(&data);
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}
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// then actually delete, this may delete the group as well!
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@@ -481,7 +481,7 @@ bool BattlegroundQueue::InviteGroupToBG(GroupQueueInfo* ginfo, Battleground* bg,
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player->GetName().c_str(), player->GetGUIDLow(), bg->GetInstanceID(), queueSlot, bg->GetTypeID());
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// send status packet
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sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, 0, ginfo->ArenaType);
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sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, 0, ginfo->ArenaType, 0);
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player->GetSession()->SendPacket(&data);
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}
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return true;
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@@ -1003,7 +1003,7 @@ bool BGQueueInviteEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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{
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WorldPacket data;
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//we must send remaining time in queue
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sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME - INVITATION_REMIND_TIME, 0, m_ArenaType);
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sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME - INVITATION_REMIND_TIME, 0, m_ArenaType, 0);
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player->GetSession()->SendPacket(&data);
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}
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}
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@@ -1051,7 +1051,7 @@ bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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sBattlegroundMgr->ScheduleQueueUpdate(0, 0, m_BgQueueTypeId, m_BgTypeId, bg->GetBracketId());
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WorldPacket data;
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sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0);
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sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0, 0);
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player->GetSession()->SendPacket(&data);
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}
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}
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