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authorTreeston <treeston.mmoc@gmail.com>2018-02-22 20:31:42 +0100
committerTreeston <treeston.mmoc@gmail.com>2018-02-22 20:31:42 +0100
commit94b5d9bfa1195ad7c32cf51a665b55514dac0938 (patch)
treea90a7c289199727a604caf7c08703a271f4bec83 /src/server/game/Scripting/ScriptMgr.cpp
parent3753ec56476d597b180968eb673cb20776785f31 (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.
Diffstat (limited to 'src/server/game/Scripting/ScriptMgr.cpp')
-rw-r--r--src/server/game/Scripting/ScriptMgr.cpp30
1 files changed, 0 insertions, 30 deletions
diff --git a/src/server/game/Scripting/ScriptMgr.cpp b/src/server/game/Scripting/ScriptMgr.cpp
index cbee458c9a0..16c6bc1a281 100644
--- a/src/server/game/Scripting/ScriptMgr.cpp
+++ b/src/server/game/Scripting/ScriptMgr.cpp
@@ -1565,36 +1565,6 @@ 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 = baseTemplate;
- for (uint8 diff = uint8(map->GetSpawnMode()); diff > 0;)
- {
- if (uint32 diffEntry = baseTemplate->DifficultyEntry[diff - 1])
- if (CreatureTemplate const* diffTemplate = sObjectMgr->GetCreatureTemplate(diffEntry))
- {
- actTemplate = diffTemplate;
- break;
- }
- if (diff >= RAID_DIFFICULTY_10MAN_HEROIC && map->IsRaid())
- diff -= 2;
- else
- diff -= 1;
- }
-
- 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);