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Entities/Creature: Some asserts are now LOG_ERRORs that block spawning. Fix a group spawning bug exposed by the CoS merge. Improve some command output.
# Conflicts: # src/server/game/Maps/Map.cpp # src/server/scripts/Commands/cs_list.cpp
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@@ -1537,14 +1537,32 @@ bool Creature::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap,
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if (!m_respawnTime && !map->IsSpawnGroupActive(data->spawnGroupData->groupId))
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{
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// @todo pools need fixing! this is just a temporary crashfix, but they violate dynspawn principles
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ASSERT(m_respawnCompatibilityMode || sPoolMgr->IsPartOfAPool<Creature>(spawnId), "Creature (SpawnID %u) trying to load in inactive spawn group %s.", spawnId, data->spawnGroupData->name.c_str());
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if (!m_respawnCompatibilityMode)
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{
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// @todo pools need fixing! this is just a temporary thing, but they violate dynspawn principles
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if (!sPoolMgr->IsPartOfAPool<Creature>(spawnId))
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{
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TC_LOG_ERROR("entities.unit", "Creature (SpawnID %u) trying to load in inactive spawn group '%s':\n%s", spawnId, data->spawnGroupData->name.c_str(), GetDebugInfo().c_str());
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return false;
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}
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}
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m_respawnTime = GameTime::GetGameTime() + urand(4, 7);
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}
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if (m_respawnTime) // respawn on Update
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if (m_respawnTime)
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{
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ASSERT(m_respawnCompatibilityMode || sPoolMgr->IsPartOfAPool<Creature>(spawnId), "Creature (SpawnID %u) trying to load despite a respawn timer in progress.", spawnId);
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if (!m_respawnCompatibilityMode)
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{
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// @todo same as above
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if (!sPoolMgr->IsPartOfAPool<Creature>(spawnId))
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{
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TC_LOG_ERROR("entities.unit", "Creature (SpawnID %u) trying to load despite a respawn timer in progress:\n%s", spawnId, GetDebugInfo().c_str());
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return false;
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}
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}
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// compatibility mode creatures will be respawned in ::Update()
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m_deathState = DEAD;
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if (CanFly())
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{
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@@ -3410,9 +3410,9 @@ bool Map::SpawnGroupSpawn(uint32 groupId, bool ignoreRespawn, bool force, std::v
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continue;
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time_t respawnTime = GetRespawnTime(data->type, data->spawnId);
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if (respawnTime && respawnTime > time(NULL))
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if (respawnTime)
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{
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if (!force && !ignoreRespawn)
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if (!force && !ignoreRespawn && (respawnTime > GameTime::GetGameTime()))
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continue;
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// we need to remove the respawn time, otherwise we'd end up double spawning
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