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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/Instances/InstanceScript.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/Instances/InstanceScript.cpp')
-rw-r--r--src/server/game/Instances/InstanceScript.cpp2
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);
}
}