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| author | Giacomo Pozzoni <giacomopoz@gmail.com> | 2020-04-11 12:07:57 +0000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-04-11 14:07:57 +0200 |
| commit | 4f33fd3932d362466ee017111895bf14fcc79c88 (patch) | |
| tree | a446a043eaa8d5b6c84ce0389be85c9e09e85d88 /src/server/game/Pools/PoolMgr.h | |
| parent | eb31ae9b1839ff26246d68584937825bd7ce7932 (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.h | 5 |
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); |
