Core/Pools: Fix handle respawning for nested pools (#31163)

Closes #28524
This commit is contained in:
Gildor
2025-07-26 13:10:32 +02:00
committed by GitHub
parent d7c31e0542
commit 48fd041304

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@@ -377,26 +377,14 @@ void PoolGroup<Pool>::Spawn1Object(PoolObject* obj)
sPoolMgr->SpawnPool(obj->guid);
}
// Method that does the respawn job on the specified creature
template <>
void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
// Method that does the respawn job on the specified object
template <typename T>
void PoolGroup<T>::ReSpawn1Object(PoolObject* obj)
{
Despawn1Object(obj->guid, false, false);
Spawn1Object(obj);
}
// Method that does the respawn job on the specified gameobject
template <>
void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
{
Despawn1Object(obj->guid, false, false);
Spawn1Object(obj);
}
// Nothing to do for a child Pool
template <>
void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/) { }
template <>
void PoolGroup<Creature>::RemoveRespawnTimeFromDB(ObjectGuid::LowType guid)
{