diff options
author | Treeston <treeston.mmoc@gmail.com> | 2017-08-26 13:14:25 +0200 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2020-08-23 17:00:59 +0200 |
commit | 27806eeac9d2588d2f7a3b8a0852d45b15a6a241 (patch) | |
tree | 21efaf592786e3c07fafdd1d7ff4b7bacf597081 /src/server/game/Grids/ObjectGridLoader.cpp | |
parent | 5d61618955ec3e0efe13fe01899b7dcf9fd13e56 (diff) |
Core/Spawn: Move spawn group state management from sObjectMgr to the Map object, which makes it actually function as intended with instances. Woops.
(cherry picked from commit f279207d482b886fc8b049e94b46653325ec4d2d)
Diffstat (limited to 'src/server/game/Grids/ObjectGridLoader.cpp')
-rw-r--r-- | src/server/game/Grids/ObjectGridLoader.cpp | 17 |
1 files changed, 13 insertions, 4 deletions
diff --git a/src/server/game/Grids/ObjectGridLoader.cpp b/src/server/game/Grids/ObjectGridLoader.cpp index 7b2ead0e1cc..bf33abacea5 100644 --- a/src/server/game/Grids/ObjectGridLoader.cpp +++ b/src/server/game/Grids/ObjectGridLoader.cpp @@ -135,13 +135,18 @@ void LoadHelper(CellGuidSet const& guid_set, CellCoord &cell, GridRefManager<T> ASSERT(cdata, "Tried to load creature with spawnId " UI64FMTD ", but no such creature exists.", guid); SpawnGroupTemplateData const* const group = cdata->spawnGroupData; // If creature in manual spawn group, don't spawn here, unless group is already active. - if ((group->flags & SPAWNGROUP_FLAG_MANUAL_SPAWN) && !group->isActive) - continue; + if (!(group->flags & SPAWNGROUP_FLAG_SYSTEM)) + if (!map->IsSpawnGroupActive(group->groupId)) + { + delete obj; + continue; + } // If script is blocking spawn, don't spawn but queue for a re-check in a little bit if (!(group->flags & SPAWNGROUP_FLAG_COMPATIBILITY_MODE) && !sScriptMgr->CanSpawn(guid, cdata->id, cdata, map)) { map->SaveRespawnTime(SPAWN_TYPE_CREATURE, guid, cdata->id, time(NULL) + urand(4,7), map->GetZoneId(PhasingHandler::GetEmptyPhaseShift(), cdata->spawnPoint), Trinity::ComputeGridCoord(cdata->spawnPoint.GetPositionX(), cdata->spawnPoint.GetPositionY()).GetId(), false); + delete obj; continue; } } @@ -150,8 +155,12 @@ void LoadHelper(CellGuidSet const& guid_set, CellCoord &cell, GridRefManager<T> // If gameobject in manual spawn group, don't spawn here, unless group is already active. GameObjectData const* godata = sObjectMgr->GetGameObjectData(guid); ASSERT(godata, "Tried to load gameobject with spawnId " UI64FMTD ", but no such object exists.", guid); - if ((godata->spawnGroupData->flags & SPAWNGROUP_FLAG_MANUAL_SPAWN) && !godata->spawnGroupData->isActive) - continue; + if (!(godata->spawnGroupData->flags & SPAWNGROUP_FLAG_SYSTEM)) + if (!map->IsSpawnGroupActive(godata->spawnGroupData->groupId)) + { + delete obj; + continue; + } } if (!obj->LoadFromDB(guid, map, false, false)) |