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authorTreeston <treeston.mmoc@gmail.com>2018-02-22 20:31:42 +0100
committerfunjoker <funjoker109@gmail.com>2021-08-08 21:21:34 +0200
commit5c80f5073493a3d31fd4b463891727beb6fe7eb1 (patch)
tree53318cf5dbff62024ade4dd33ae46d660a9e4558 /src/server/game/Scripting/ScriptMgr.cpp
parent5e7a11f88d9762fc75983ea2bbe65c598c4e51ba (diff)
Core/Spawning: Actually check spawn group state before processing a respawn. It feels like that is something that should've been noticed at some point.
Also remove CreatureScript::CanSpawn since nobody uses it, and spawn groups do the same thing. (cherry picked from commit 94b5d9bfa1195ad7c32cf51a665b55514dac0938)
Diffstat (limited to 'src/server/game/Scripting/ScriptMgr.cpp')
-rw-r--r--src/server/game/Scripting/ScriptMgr.cpp38
1 files changed, 0 insertions, 38 deletions
diff --git a/src/server/game/Scripting/ScriptMgr.cpp b/src/server/game/Scripting/ScriptMgr.cpp
index de42459a367..8df91f40ff5 100644
--- a/src/server/game/Scripting/ScriptMgr.cpp
+++ b/src/server/game/Scripting/ScriptMgr.cpp
@@ -1599,44 +1599,6 @@ bool ScriptMgr::OnCastItemCombatSpell(Player* player, Unit* victim, SpellInfo co
return tmpscript->OnCastItemCombatSpell(player, victim, spellInfo, item);
}
-bool ScriptMgr::CanSpawn(ObjectGuid::LowType spawnId, uint32 entry, CreatureData const* cData, Map const* map)
-{
- ASSERT(map);
- CreatureTemplate const* baseTemplate = sObjectMgr->GetCreatureTemplate(entry);
- ASSERT(baseTemplate);
-
- // find out which template we'd be using
- CreatureTemplate const* actTemplate = nullptr;
- DifficultyEntry const* difficultyEntry = sDifficultyStore.LookupEntry(map->GetDifficultyID());
- while (!actTemplate && difficultyEntry)
- {
- int32 idx = CreatureTemplate::DifficultyIDToDifficultyEntryIndex(difficultyEntry->ID);
- if (idx == -1)
- break;
-
- if (baseTemplate->DifficultyEntry[idx])
- {
- actTemplate = sObjectMgr->GetCreatureTemplate(baseTemplate->DifficultyEntry[idx]);
- break;
- }
-
- if (!difficultyEntry->FallbackDifficultyID)
- break;
-
- difficultyEntry = sDifficultyStore.LookupEntry(difficultyEntry->FallbackDifficultyID);
- }
-
- if (!actTemplate)
- actTemplate = baseTemplate;
-
- uint32 scriptId = baseTemplate->ScriptID;
- if (cData && cData->scriptId)
- scriptId = cData->scriptId;
-
- GET_SCRIPT_RET(CreatureScript, scriptId, tmpscript, true);
- return tmpscript->CanSpawn(spawnId, entry, baseTemplate, actTemplate, cData, map);
-}
-
CreatureAI* ScriptMgr::GetCreatureAI(Creature* creature)
{
ASSERT(creature);