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Core/Spawns: merged Dynamic Spawning
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@@ -1566,20 +1566,6 @@ bool ScriptMgr::OnCastItemCombatSpell(Player* player, Unit* victim, SpellInfo co
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return tmpscript->OnCastItemCombatSpell(player, victim, spellInfo, item);
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}
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bool ScriptMgr::CanSpawn(ObjectGuid::LowType spawnId, uint32 entry, CreatureTemplate const* actTemplate, CreatureData const* cData, Map const* map)
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{
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ASSERT(actTemplate);
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CreatureTemplate const* baseTemplate = sObjectMgr->GetCreatureTemplate(entry);
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if (!baseTemplate)
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baseTemplate = actTemplate;
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uint32 scriptId = baseTemplate->ScriptID;
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if (cData && cData->ScriptId)
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scriptId = cData->ScriptId;
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GET_SCRIPT_RET(CreatureScript, scriptId, tmpscript, true);
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return tmpscript->CanSpawn(spawnId, entry, baseTemplate, actTemplate, 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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@@ -417,9 +417,6 @@ class TC_GAME_API CreatureScript : public UnitScript
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public:
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// Called when the creature tries to spawn. Return false to block spawn and re-evaluate on next tick.
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virtual bool CanSpawn(ObjectGuid::LowType /*spawnId*/, uint32 /*entry*/, CreatureTemplate const* /*baseTemplate*/, CreatureTemplate const* /*actTemplate*/, CreatureData const* /*cData*/, Map const* /*map*/) const { return true; }
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// Called when a CreatureAI object is needed for the creature.
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virtual CreatureAI* GetAI(Creature* /*creature*/) const = 0;
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};
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@@ -920,7 +917,6 @@ class TC_GAME_API ScriptMgr
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public: /* CreatureScript */
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bool CanSpawn(ObjectGuid::LowType spawnId, uint32 entry, CreatureTemplate const* actTemplate, CreatureData const* cData, Map const* map);
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CreatureAI* GetCreatureAI(Creature* creature);
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public: /* GameObjectScript */
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