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authorTreeston <treeston.mmoc@gmail.com>2018-02-22 20:31:42 +0100
committerfunjoker <funjoker109@gmail.com>2021-08-08 21:21:34 +0200
commit5c80f5073493a3d31fd4b463891727beb6fe7eb1 (patch)
tree53318cf5dbff62024ade4dd33ae46d660a9e4558 /src/server/game/Grids/ObjectGridLoader.cpp
parent5e7a11f88d9762fc75983ea2bbe65c598c4e51ba (diff)
Core/Spawning: Actually check spawn group state before processing a respawn. It feels like that is something that should've been noticed at some point.
Also remove CreatureScript::CanSpawn since nobody uses it, and spawn groups do the same thing. (cherry picked from commit 94b5d9bfa1195ad7c32cf51a665b55514dac0938)
Diffstat (limited to 'src/server/game/Grids/ObjectGridLoader.cpp')
-rw-r--r--src/server/game/Grids/ObjectGridLoader.cpp8
1 files changed, 0 insertions, 8 deletions
diff --git a/src/server/game/Grids/ObjectGridLoader.cpp b/src/server/game/Grids/ObjectGridLoader.cpp
index aafe9b65d58..39f3bf9dc47 100644
--- a/src/server/game/Grids/ObjectGridLoader.cpp
+++ b/src/server/game/Grids/ObjectGridLoader.cpp
@@ -145,14 +145,6 @@ void LoadHelper(CellGuidSet const& guid_set, CellCoord &cell, GridRefManager<T>
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, GameTime::GetGameTime() + urand(4,7), map->GetZoneId(PhasingHandler::GetEmptyPhaseShift(), cdata->spawnPoint), Trinity::ComputeGridCoord(cdata->spawnPoint.GetPositionX(), cdata->spawnPoint.GetPositionY()).GetId(), false);
- delete obj;
- continue;
- }
}
else if (obj->GetTypeId() == TYPEID_GAMEOBJECT)
{