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author | Treeston <treeston.mmoc@gmail.com> | 2018-02-22 20:31:42 +0100 |
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committer | Treeston <treeston.mmoc@gmail.com> | 2018-02-22 20:31:42 +0100 |
commit | 94b5d9bfa1195ad7c32cf51a665b55514dac0938 (patch) | |
tree | a90a7c289199727a604caf7c08703a271f4bec83 /src/server/game/Grids/ObjectGridLoader.cpp | |
parent | 3753ec56476d597b180968eb673cb20776785f31 (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.
Diffstat (limited to 'src/server/game/Grids/ObjectGridLoader.cpp')
-rw-r--r-- | src/server/game/Grids/ObjectGridLoader.cpp | 8 |
1 files changed, 0 insertions, 8 deletions
diff --git a/src/server/game/Grids/ObjectGridLoader.cpp b/src/server/game/Grids/ObjectGridLoader.cpp index ffa619e613e..4dfd7f679b1 100644 --- a/src/server/game/Grids/ObjectGridLoader.cpp +++ b/src/server/game/Grids/ObjectGridLoader.cpp @@ -140,14 +140,6 @@ 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(cdata->spawnPoint), Trinity::ComputeGridCoord(cdata->spawnPoint.GetPositionX(), cdata->spawnPoint.GetPositionY()).GetId(), false); - delete obj; - continue; - } } else if (obj->GetTypeId() == TYPEID_GAMEOBJECT) { |