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authorGiacomo Pozzoni <giacomopoz@gmail.com>2020-04-11 12:07:57 +0000
committerGitHub <noreply@github.com>2020-04-11 14:07:57 +0200
commit4f33fd3932d362466ee017111895bf14fcc79c88 (patch)
treea446a043eaa8d5b6c84ce0389be85c9e09e85d88 /src/server/game/Pools/PoolMgr.h
parenteb31ae9b1839ff26246d68584937825bd7ce7932 (diff)
Core/Pooling: Remove respawn times from the database when despawning a pool (#24422)
* Core/Pooling: Remove respawn times from the database when despawning a pool Remove respawn times from the database when despawning a pool. This is needed when a Game Event ends but there are still some respawn times saved in the database. * Remove respawn time of active pool objects even if they are not spawned
Diffstat (limited to 'src/server/game/Pools/PoolMgr.h')
-rw-r--r--src/server/game/Pools/PoolMgr.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/server/game/Pools/PoolMgr.h b/src/server/game/Pools/PoolMgr.h
index 758725117e6..6e870e6eb03 100644
--- a/src/server/game/Pools/PoolMgr.h
+++ b/src/server/game/Pools/PoolMgr.h
@@ -72,9 +72,10 @@ class TC_GAME_API PoolGroup
bool isEmpty() const { return ExplicitlyChanced.empty() && EqualChanced.empty(); }
void AddEntry(PoolObject& poolitem, uint32 maxentries);
bool CheckPool() const;
- void DespawnObject(ActivePoolData& spawns, ObjectGuid::LowType guid=0);
- void Despawn1Object(ObjectGuid::LowType guid);
+ void DespawnObject(ActivePoolData& spawns, ObjectGuid::LowType guid=0, bool alwaysDeleteRespawnTime = false);
+ void Despawn1Object(ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime = false);
void SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom);
+ void RemoveRespawnTimeFromDB(ObjectGuid::LowType guid);
void Spawn1Object(PoolObject* obj);
void ReSpawn1Object(PoolObject* obj);