aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/Maps/Map.cpp
diff options
context:
space:
mode:
authorTreeston <treeston.mmoc@gmail.com>2019-07-08 11:33:09 +0200
committerShauren <shauren.trinity@gmail.com>2021-12-14 22:42:22 +0100
commit2532de6acb7d73957a8fca44e7fc26160f47cc47 (patch)
tree7e5377ad36d395a52e2d91d45396760c3c60916f /src/server/game/Maps/Map.cpp
parent8be3d33eae02e327ba6ae7c7cee87f9def9c7207 (diff)
Entities/Unit: Nuke Map::ForceRespawn from orbit, with the following implications:
- .npc respawn no longer causes stupid things to happen (Fixes #23014) - ::DeleteFromDB methods on Creature and GameObject rewritten to be as sensible as such a colossally stupid method can ever be. They're static now. - .npc delete and .gobj delete ported to new argument handling, and rewritten as per above. They can no longer crash the server when used in instances, too. Yay for that. - Adjusted various dusty cobwebbed hacks around the core (why does waypoint visualization use permanent spawns *shudder*) to still work too. (cherry picked from commit 84b7b2e08ea55575cbe62d795383d4a5341ffd4d)
Diffstat (limited to 'src/server/game/Maps/Map.cpp')
-rw-r--r--src/server/game/Maps/Map.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index 8d8a6f2d4bd..dbc3ba69480 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -3218,9 +3218,9 @@ void Map::DoRespawn(SpawnObjectType type, ObjectGuid::LowType spawnId, uint32 gr
}
}
-void Map::Respawn(RespawnInfo* info, bool force, CharacterDatabaseTransaction dbTrans)
+void Map::Respawn(RespawnInfo* info, CharacterDatabaseTransaction dbTrans)
{
- if (!force && !CheckRespawn(info))
+ if (!CheckRespawn(info))
{
if (info->respawnTime)
SaveRespawnTime(info->type, info->spawnId, info->entry, info->respawnTime, info->zoneId, info->gridId, true, true, dbTrans);
@@ -3237,11 +3237,11 @@ void Map::Respawn(RespawnInfo* info, bool force, CharacterDatabaseTransaction db
DoRespawn(type, spawnId, gridId);
}
-void Map::Respawn(std::vector<RespawnInfo*>& respawnData, bool force, CharacterDatabaseTransaction dbTrans)
+void Map::Respawn(std::vector<RespawnInfo*>& respawnData, CharacterDatabaseTransaction dbTrans)
{
CharacterDatabaseTransaction trans = dbTrans ? dbTrans : CharacterDatabase.BeginTransaction();
for (RespawnInfo* info : respawnData)
- Respawn(info, force, trans);
+ Respawn(info, trans);
if (!dbTrans)
CharacterDatabase.CommitTransaction(trans);
}