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authorariel- <ariel-@users.noreply.github.com>2017-04-11 23:57:29 -0300
committerfunjoker <funjoker109@gmail.com>2020-04-27 12:25:52 +0200
commit7dcc185a151745c8a12e23708bb5d457e5796032 (patch)
tree846690eec6d891fd501542f236b929f9de8f9d98 /src/server/game/Entities/Unit
parenta2ee35d9a3c390e32ddbe758ec9b2cdc14569970 (diff)
Core/Instance: stop updating the instance resettimes based on creature respawns
- Rather update normal instance reset time to 2 hours after last creature kill - This fixes yet another integer overflow due to the possibility of having time_t max showing up - Also change respawntime and resettime fields to bigint on respawn/instance related tables - Start using prepared statements on the InstanceSaveMgr (cherry picked from commit 4c593f12caa162c1bfb831bdbed934bb39155ddb)
Diffstat (limited to 'src/server/game/Entities/Unit')
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 674864da67f..d522deddc03 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -11513,7 +11513,7 @@ void Unit::Kill(Unit* victim, bool durabilityLoss)
{
// the reset time is set but not added to the scheduler
// until the players leave the instance
- time_t resettime = creature->GetRespawnTimeEx() + 2 * HOUR;
+ time_t resettime = GameTime::GetGameTime() + 2 * HOUR;
if (InstanceSave* save = sInstanceSaveMgr->GetInstanceSave(creature->GetInstanceId()))
if (save->GetResetTime() < resettime)
save->SetResetTime(resettime);