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Core/Battlegrounds: fixed logic in iterating through PlayersNearPoint vector #5015

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merged 1 commit into from

2 participants

@LihO

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@LihO

0 1 2 3 4

iterating through vector:
if (j == 3)
{
    erase 3;
    continue;
}

after continue; j == 3, but it points to 4...

@Shauren Shauren merged commit ad65f4a into TrinityCore:master
@eilo eilo referenced this pull request from a commit
Commit has since been removed from the repository and is no longer available.
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Commits on Jan 30, 2012
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  1. +0 −1  src/server/game/Battlegrounds/Zones/BattlegroundEY.cpp
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1  src/server/game/Battlegrounds/Zones/BattlegroundEY.cpp
@@ -196,7 +196,6 @@ void BattlegroundEY::CheckSomeoneLeftPoint()
//move not existed player to "free space" - this will cause many error showing in log, but it is a very important bug
m_PlayersNearPoint[EY_POINTS_MAX].push_back(m_PlayersNearPoint[i][j]);
m_PlayersNearPoint[i].erase(m_PlayersNearPoint[i].begin() + j);
- ++j;
continue;
}
if (!player->CanCaptureTowerPoint() || !player->IsWithinDistInMap(obj, BG_EY_POINT_RADIUS))
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