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.

This commit is contained in:
Treeston
2018-02-27 22:10:36 +01:00
parent 3eab2d7efc
commit 9fc6b13027

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@@ -1635,13 +1635,14 @@ bool Creature::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap,
if (!m_respawnTime && !map->IsSpawnGroupActive(data->spawnGroupData->groupId))
{
ASSERT(m_respawnCompatibilityMode, "Creature (SpawnID %u) trying to load in inactive spawn group %s.", spawnId, data->spawnGroupData->name.c_str());
// @todo pools need fixing! this is just a temporary crashfix, but they violate dynspawn principles
ASSERT(m_respawnCompatibilityMode || sPoolMgr->IsPartOfAPool<Creature>(spawnId), "Creature (SpawnID %u) trying to load in inactive spawn group %s.", spawnId, data->spawnGroupData->name.c_str());
m_respawnTime = GameTime::GetGameTime() + urand(4, 7);
}
if (m_respawnTime) // respawn on Update
{
ASSERT(m_respawnCompatibilityMode, "Creature (SpawnID %u) trying to load despite a respawn timer in progress.", spawnId);
ASSERT(m_respawnCompatibilityMode || sPoolMgr->IsPartOfAPool<Creature>(spawnId), "Creature (SpawnID %u) trying to load despite a respawn timer in progress.", spawnId);
m_deathState = DEAD;
if (CanFly())
{