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authorJeremy <Golrag@users.noreply.github.com>2022-12-22 17:28:26 +0100
committerGitHub <noreply@github.com>2022-12-22 17:28:26 +0100
commit8023daabef52d401cf361282f32c0bbbaf206702 (patch)
tree247560c22f81731c3fce7afa9e3c9c53e67541b3 /src/server/game/Entities/GameObject
parent0eef877923f8bfb8d631fd92d57c80d96a0478af (diff)
Core/GameObjects: Update spawn group conditions immediately after battleground capture point changes state (#28611)
Diffstat (limited to 'src/server/game/Entities/GameObject')
-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index 0ed19a3642e..60b3cc2b370 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -3879,6 +3879,8 @@ void GameObject::UpdateCapturePoint()
bg->UpdateWorldState(GetGOInfo()->capturePoint.worldState1, AsUnderlyingType(m_goValue.CapturePoint.State));
}
}
+
+ GetMap()->UpdateSpawnGroupConditions();
}
bool GameObject::CanInteractWithCapturePoint(Player const* target) const