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Entities/Creature: Add some more std::chrono overloads
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@@ -367,7 +367,8 @@ class BossAI : public ScriptedAI
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void _EnterCombat();
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void _JustDied();
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void _JustReachedHome() { me->setActive(false); }
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void _DespawnAtEvade(uint32 delayToRespawn = 30, Creature* who = nullptr);
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void _DespawnAtEvade(uint32 delayToRespawn = 30, Creature* who = nullptr);
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void _DespawnAtEvade(Milliseconds const& time, Creature* who = nullptr) { _DespawnAtEvade(uint32(time.count()), who); }
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void TeleportCheaters();
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@@ -595,6 +595,7 @@ class Creature : public Unit, public GridObject<Creature>, public MapObject
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void RemoveCorpse(bool setSpawnTime = true);
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void DespawnOrUnsummon(uint32 msTimeToDespawn = 0);
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void DespawnOrUnsummon(Milliseconds const& time) { DespawnOrUnsummon(uint32(time.count())); }
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time_t const& GetRespawnTime() const { return m_respawnTime; }
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time_t GetRespawnTimeEx() const;
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