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authorGiacomo Pozzoni <giacomopoz@gmail.com>2021-06-26 14:21:18 +0200
committerGitHub <noreply@github.com>2021-06-26 14:21:18 +0200
commitc8ca48823d45dadb042a80637eff954483dd5328 (patch)
tree57677ba4a33057bcc1b31d773059c414fbad06f8 /src/server/game/Maps/Map.cpp
parent6c5b641dd44a8d174d9bb8da36200e81b16f9ae8 (diff)
Core/Pools: Fix pools with 1 member never spawning anything anymore (#26620)
* Core/Pools: Fix pools with 1 member never spawning anything anymore Attempts to fix a 6 years old bug and never fixed by the original author. * Remove respawn times from db once a respawn has been handled * Allow to specify if Despawn1Object() should save or not the respawn time. We don't need to do that when respawning an object. * Apply the same fix to GameObjects too
Diffstat (limited to 'src/server/game/Maps/Map.cpp')
-rw-r--r--src/server/game/Maps/Map.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index d4e3f1cd53c..d5b64275ffd 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -3267,6 +3267,7 @@ void Map::ProcessRespawns()
sPoolMgr->UpdatePool(poolId, next->type, next->spawnId);
// step 3: get rid of the actual entry
+ RemoveRespawnTime(next->type, next->spawnId, nullptr, true);
delete next;
}
else if (CheckRespawn(next)) // see if we're allowed to respawn
@@ -3279,12 +3280,14 @@ void Map::ProcessRespawns()
DoRespawn(next->type, next->spawnId, next->gridId);
// step 3: get rid of the actual entry
+ RemoveRespawnTime(next->type, next->spawnId, nullptr, true);
delete next;
}
else if (!next->respawnTime)
{ // just remove this respawn entry without rescheduling
_respawnTimes.pop();
GetRespawnMapForType(next->type).erase(next->spawnId);
+ RemoveRespawnTime(next->type, next->spawnId, nullptr, true);
delete next;
}
else