diff options
author | Treeston <treeston.mmoc@gmail.com> | 2017-08-26 13:14:25 +0200 |
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committer | Treeston <treeston.mmoc@gmail.com> | 2017-08-26 13:14:25 +0200 |
commit | f279207d482b886fc8b049e94b46653325ec4d2d (patch) | |
tree | 9be1d822896cea5ec7c9ee287ed42700c8d3f140 /src/server/game/Grids/ObjectGridLoader.cpp | |
parent | 80a8867332461f4afd6f85fc41af689bc5e38466 (diff) |
Core/Spawn: Move spawn group state management from sObjectMgr to the Map object, which makes it actually function as intended with instances. Woops.
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 6400e1532a6..4dfca6f98c0 100644 --- a/src/server/game/Grids/ObjectGridLoader.cpp +++ b/src/server/game/Grids/ObjectGridLoader.cpp @@ -133,13 +133,18 @@ void LoadHelper(CellGuidSet const& guid_set, CellCoord &cell, GridRefManager<T> ASSERT(cdata, "Tried to load creature with spawnId %u, 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(cdata->spawnPoint), Trinity::ComputeGridCoord(cdata->spawnPoint.GetPositionX(), cdata->spawnPoint.GetPositionY()).GetId(), false); + delete obj; continue; } } @@ -148,8 +153,12 @@ 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 %u, 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)) |