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authorTreeston <treeston.mmoc@gmail.com>2019-07-15 17:14:58 +0200
committerTreeston <treeston.mmoc@gmail.com>2019-07-15 17:14:58 +0200
commitd60082ae866d77a12a9e6d09dfce27fc1cb5df90 (patch)
tree7c2d7de63e3658604d8a7b70ec3d3e25ef32e2f5 /src/server/game/AI/ScriptedAI
parent26440857c1a74031ea0a0234ca0b0fcb09b6bcb0 (diff)
Core/Misc: Various dynspawn cleanup and refactors split off from pooling rewrite:
- Map::RemoveRespawnTime(SpawnObjectType, LowType, doRespawn) split into Map::Respawn and Map::RemoveRespawnTime, without the extra boolean - Map::RemoveRespawnTime(RespawnInfo*) merged into Map::DeleteRespawnInfo(RespawnInfo*) and is now private - Map::DeleteRespawnInfo(void) renamed to Map::UnloadAllRespawnInfos to properly describe what it does - Map::ProcessRespawns now actually saves the delayed respawn time to DB if the respawn was delayed - Map::AddRespawnInfo now takes const reference, and returns success as a boolean - Map::AddRespawnInfo no longer offers an unused "replace" parameter - Map::DeleteRespawnInfo no longer offers a variety of unused private overloads - Map::SaveRespawnTime no longer offers a tantalizing writeDB parameter. Parameter is now called "startup" to properly describe what it does. - Map::SaveRespawnInfoDB now takes RespawnInfo reference instead of all the various fields. Still public because compatibility mode. QQ. - Map::GetWorldObjectBySpawnId sanitized - Map::GetXRespawnTime methods sanitized to all go through Map::GetRespawnTime
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
index 37dec1a6fe8..dcbdd631edf 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
@@ -229,7 +229,7 @@ void EscortAI::UpdateAI(uint32 diff)
if (!isEscort)
me->DespawnOrUnsummon(0, 1s);
else
- me->GetMap()->RemoveRespawnTime(SPAWN_TYPE_CREATURE, me->GetSpawnId(), true);
+ me->GetMap()->Respawn(SPAWN_TYPE_CREATURE, me->GetSpawnId());
}
else
me->DespawnOrUnsummon();