diff options
author | Treeston <treeston.mmoc@gmail.com> | 2019-07-08 11:33:09 +0200 |
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committer | Treeston <treeston.mmoc@gmail.com> | 2019-07-08 11:56:41 +0200 |
commit | 84b7b2e08ea55575cbe62d795383d4a5341ffd4d (patch) | |
tree | d0ce35d87614d0a45bc7747631e84949bf68d6c5 /src/server/game/Maps/Map.cpp | |
parent | ec1a77bca20487f86765620485db9b13bb03aee8 (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.
Diffstat (limited to 'src/server/game/Maps/Map.cpp')
-rw-r--r-- | src/server/game/Maps/Map.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp index b5872430156..cfaf3f4d26e 100644 --- a/src/server/game/Maps/Map.cpp +++ b/src/server/game/Maps/Map.cpp @@ -3039,9 +3039,9 @@ void Map::DoRespawn(SpawnObjectType type, ObjectGuid::LowType spawnId, uint32 gr } } -void Map::Respawn(RespawnInfo* info, bool force, SQLTransaction dbTrans) +void Map::Respawn(RespawnInfo* info, SQLTransaction 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); @@ -3058,11 +3058,11 @@ void Map::Respawn(RespawnInfo* info, bool force, SQLTransaction dbTrans) DoRespawn(type, spawnId, gridId); } -void Map::Respawn(std::vector<RespawnInfo*>& respawnData, bool force, SQLTransaction dbTrans) +void Map::Respawn(std::vector<RespawnInfo*>& respawnData, SQLTransaction dbTrans) { SQLTransaction trans = dbTrans ? dbTrans : CharacterDatabase.BeginTransaction(); for (RespawnInfo* info : respawnData) - Respawn(info, force, trans); + Respawn(info, trans); if (!dbTrans) CharacterDatabase.CommitTransaction(trans); } |