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Core/GameObjects: Update spawn group conditions immediately after battleground capture point changes state (#28611)
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@@ -3879,6 +3879,8 @@ void GameObject::UpdateCapturePoint()
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bg->UpdateWorldState(GetGOInfo()->capturePoint.worldState1, AsUnderlyingType(m_goValue.CapturePoint.State));
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}
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}
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GetMap()->UpdateSpawnGroupConditions();
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}
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bool GameObject::CanInteractWithCapturePoint(Player const* target) const
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@@ -693,6 +693,8 @@ class TC_GAME_API Map : public GridRefManager<NGridType>
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typedef std::function<void(Map*)> FarSpellCallback;
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void AddFarSpellCallback(FarSpellCallback&& callback);
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void UpdateSpawnGroupConditions();
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private:
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// Type specific code for add/remove to/from grid
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template<class T>
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@@ -755,7 +757,6 @@ class TC_GAME_API Map : public GridRefManager<NGridType>
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}
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void SetSpawnGroupActive(uint32 groupId, bool state);
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void UpdateSpawnGroupConditions();
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std::unordered_set<uint32> _toggledSpawnGroupIds;
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uint32 _respawnCheckTimer;
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