diff options
author | Treeston <treeston.mmoc@gmail.com> | 2018-02-22 20:31:42 +0100 |
---|---|---|
committer | Treeston <treeston.mmoc@gmail.com> | 2018-02-22 20:31:42 +0100 |
commit | 94b5d9bfa1195ad7c32cf51a665b55514dac0938 (patch) | |
tree | a90a7c289199727a604caf7c08703a271f4bec83 /src/server/game/Instances/InstanceScript.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/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 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); } } |