diff --git a/src/server/game/Battlegrounds/BattlegroundMgr.cpp b/src/server/game/Battlegrounds/BattlegroundMgr.cpp index 4613a5243b..c41e3ada5e 100644 --- a/src/server/game/Battlegrounds/BattlegroundMgr.cpp +++ b/src/server/game/Battlegrounds/BattlegroundMgr.cpp @@ -1115,22 +1115,24 @@ void RandomBattlegroundSystem::Update(uint32 diff) // order it like: big, small, big, small, small, small (stored backwards, actually) std::vector big, small; - big.push_back(BATTLEGROUND_AV); - big.push_back(BATTLEGROUND_IC); + //big.push_back(BATTLEGROUND_AV); + //big.push_back(BATTLEGROUND_IC); small.push_back(BATTLEGROUND_WS); small.push_back(BATTLEGROUND_EY); small.push_back(BATTLEGROUND_AB); small.push_back(BATTLEGROUND_SA); - std::random_shuffle(big.begin(), big.end()); + //std::random_shuffle(big.begin(), big.end()); std::random_shuffle(small.begin(), small.end()); m_BgOrder.push_back(small.back()); small.pop_back(); m_BgOrder.push_back(small.back()); small.pop_back(); m_BgOrder.push_back(small.back()); small.pop_back(); - m_BgOrder.push_back(big.back()); big.pop_back(); + //[AZTH] TODO: implement weight system ( there is the field in db but it's not used ) + // disabled big BGs + //m_BgOrder.push_back(big.back()); big.pop_back(); m_BgOrder.push_back(small.back()); small.pop_back(); - m_BgOrder.push_back(big.back()); big.pop_back(); + //m_BgOrder.push_back(big.back()); big.pop_back(); [AZTH] } m_CurrentRandomBg = m_BgOrder.back();