Core/Maps: merged a crash fix for spawn group activation
* merged a change to recreate instance maps from orphaned saves
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@@ -153,7 +153,9 @@ Map* MapInstanced::CreateInstanceForPlayer(uint32 mapId, Player* player, uint32
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if (loginInstanceId) // if the player has a saved instance id on login, we either use this instance or relocate him out (return null)
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{
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map = FindInstanceMap(loginInstanceId);
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return (map && map->GetId() == GetId()) ? map : nullptr; // is this check necessary? or does MapInstanced only find instances of itself?
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if (!map && pSave && pSave->GetInstanceId() == loginInstanceId)
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map = CreateInstance(loginInstanceId, pSave, pSave->GetDifficulty());
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return map;
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}
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InstanceGroupBind* groupBind = nullptr;
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