Core/Creature: Add another aggressive compatibility mode assertion to catch faulty dynspawn code.

(cherry picked from commit 3eab2d7efc)
This commit is contained in:
Treeston
2018-02-27 16:18:08 +01:00
committed by funjoker
parent d2878d47c9
commit 8757a80767

View File

@@ -1775,7 +1775,6 @@ bool Creature::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap,
m_respawnTime = GetMap()->GetCreatureRespawnTime(m_spawnId);
// Is the creature script objecting to us spawning? If yes, delay by a little bit (then re-check in ::Update)
if (!m_respawnTime && !map->IsSpawnGroupActive(data->spawnGroupData->groupId))
{
ASSERT(m_respawnCompatibilityMode, "Creature (SpawnID " UI64FMTD ") trying to load in inactive spawn group %s.", spawnId, data->spawnGroupData->name.c_str());
@@ -1784,6 +1783,7 @@ bool Creature::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap,
if (m_respawnTime) // respawn on Update
{
ASSERT(m_respawnCompatibilityMode, "Creature (SpawnID " UI64FMTD ") trying to load despite a respawn timer in progress.", spawnId);
m_deathState = DEAD;
if (CanFly())
{