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Creature/Scripting: Move CreatureAI::CanRespawn to CreatureScript::CanSpawn. Now also applies to initial spawn. Dynamic spawning prep.
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@@ -1602,6 +1602,14 @@ uint32 ScriptMgr::GetDialogStatus(Player* player, Creature* creature)
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return tmpscript->GetDialogStatus(player, creature);
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}
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bool ScriptMgr::CanSpawn(ObjectGuid::LowType spawnId, CreatureTemplate const* cTemplate, CreatureData const* cData, Map const* map)
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{
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ASSERT(cTemplate);
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GET_SCRIPT_RET(CreatureScript, cTemplate->ScriptID, tmpscript, true);
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return tmpscript->CanSpawn(spawnId, cTemplate, cData, map);
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}
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CreatureAI* ScriptMgr::GetCreatureAI(Creature* creature)
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{
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ASSERT(creature);
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