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Core/Creature: Temporarily let Creatures violate dynspawn assumptions for pooled creatures. This should fix startup crashes until I can investigate and find a long-term fix. Tag #21519.
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@@ -1635,13 +1635,14 @@ 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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ASSERT(m_respawnCompatibilityMode, "Creature (SpawnID %u) trying to load in inactive spawn group %s.", spawnId, data->spawnGroupData->name.c_str());
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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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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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{
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ASSERT(m_respawnCompatibilityMode, "Creature (SpawnID %u) trying to load despite a respawn timer in progress.", spawnId);
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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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m_deathState = DEAD;
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if (CanFly())
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{
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