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Core/Misc: Use std::chrono overload of Creature::DespawnOrUnsummon
(cherry picked from commit c39eb9b504)
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@@ -615,7 +615,7 @@ void BossAI::_DespawnAtEvade(Seconds delayToRespawn /*= 30s*/, Creature* who /*=
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return;
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}
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who->DespawnOrUnsummon(0, delayToRespawn);
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who->DespawnOrUnsummon(0s, delayToRespawn);
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if (instance && who == me)
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instance->SetBossState(_bossId, FAIL);
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@@ -225,7 +225,7 @@ void EscortAI::UpdateAI(uint32 diff)
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if (_instantRespawn)
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{
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if (!isEscort)
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me->DespawnOrUnsummon(0, 1s);
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me->DespawnOrUnsummon(0s, 1s);
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else
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me->GetMap()->Respawn(SPAWN_TYPE_CREATURE, me->GetSpawnId());
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}
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@@ -298,7 +298,7 @@ CreatureBaseStats const* CreatureBaseStats::GetBaseStats(uint8 level, uint8 unit
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bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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{
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m_owner.DespawnOrUnsummon(0, m_respawnTimer); // since we are here, we are not TempSummon as object type cannot change during runtime
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m_owner.DespawnOrUnsummon(0s, m_respawnTimer); // since we are here, we are not TempSummon as object type cannot change during runtime
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return true;
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}
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@@ -742,7 +742,7 @@ void Map::ScriptsProcess()
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case SCRIPT_COMMAND_DESPAWN_SELF:
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// First try with target or source creature, then with target or source gameobject
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if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script, true))
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cSource->DespawnOrUnsummon(step.script->DespawnSelf.DespawnDelay);
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cSource->DespawnOrUnsummon(Milliseconds(step.script->DespawnSelf.DespawnDelay));
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else if (GameObject* goSource = _GetScriptGameObjectSourceOrTarget(source, target, step.script, true))
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goSource->DespawnOrUnsummon(Milliseconds(step.script->DespawnSelf.DespawnDelay));
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break;
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