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authorTreeston <treeston.mmoc@gmail.com>2018-02-22 20:31:42 +0100
committerTreeston <treeston.mmoc@gmail.com>2018-02-22 20:31:42 +0100
commit94b5d9bfa1195ad7c32cf51a665b55514dac0938 (patch)
treea90a7c289199727a604caf7c08703a271f4bec83 /src/server/game/Instances/InstanceScript.cpp
parent3753ec56476d597b180968eb673cb20776785f31 (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/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 540ea2b3c33..71fd330f0cf 100644
--- a/src/server/game/Instances/InstanceScript.cpp
+++ b/src/server/game/Instances/InstanceScript.cpp
@@ -265,7 +265,7 @@ 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);
}
}