bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/) { Player* plr = objmgr.GetPlayer( m_PlayerGuid ); if (!plr) // player logged off (we should do nothing, he is correctly removed from queue in another procedure) return true; BattleGround* bg = sBattleGroundMgr.GetBattleGround(m_BgInstanceGUID); if (!bg) return true; sLog.outDebug("Battleground: removing player %u from bg queue for instance %u because of not pressing enter battle in time.",plr->GetGUIDLow(),m_BgInstanceGUID); uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID()); uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId); if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue { // check if player is invited to this bg ... this check must be here, because when player leaves queue and joins another, it would cause a problems BattleGroundQueue::QueuedPlayersMap::iterator qMapItr = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[plr->GetBattleGroundQueueIdFromLevel()].find(m_PlayerGuid); if (qMapItr != sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[plr->GetBattleGroundQueueIdFromLevel()].end() && qMapItr->second.GroupInfo && qMapItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID) { plr->RemoveBattleGroundQueueId(bgQueueTypeId); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(m_PlayerGuid, true); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgQueueTypeId, bg->GetQueueType()); WorldPacket data; sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, m_PlayersTeam, queueSlot, STATUS_NONE, 0, 0); plr->GetSession()->SendPacket(&data); } } else sLog.outDebug("Battleground: Player was already removed from queue"); //event will be deleted return true; }