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author | Treeston <treeston.mmoc@gmail.com> | 2018-02-22 20:31:42 +0100 |
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committer | funjoker <funjoker109@gmail.com> | 2021-08-08 21:21:34 +0200 |
commit | 5c80f5073493a3d31fd4b463891727beb6fe7eb1 (patch) | |
tree | 53318cf5dbff62024ade4dd33ae46d660a9e4558 /src/server/game/Instances/InstanceScript.cpp | |
parent | 5e7a11f88d9762fc75983ea2bbe65c598c4e51ba (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/Instances/InstanceScript.cpp')
-rw-r--r-- | src/server/game/Instances/InstanceScript.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Instances/InstanceScript.cpp b/src/server/game/Instances/InstanceScript.cpp index 32317dff54a..0df55ede4ab 100644 --- a/src/server/game/Instances/InstanceScript.cpp +++ b/src/server/game/Instances/InstanceScript.cpp @@ -271,7 +271,7 @@ void InstanceScript::UpdateSpawnGroups() if (doSpawn) instance->SpawnGroupSpawn(groupId); else // otherwise, set it as inactive so it no longer respawns (but don't despawn it) - instance->SetSpawnGroupActive(groupId, false); + instance->SetSpawnGroupInactive(groupId); } } |