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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.h
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.h')
-rw-r--r--src/server/game/Scripting/ScriptMgr.h4
1 files changed, 0 insertions, 4 deletions
diff --git a/src/server/game/Scripting/ScriptMgr.h b/src/server/game/Scripting/ScriptMgr.h
index cf02fcad7a8..bd3e383572c 100644
--- a/src/server/game/Scripting/ScriptMgr.h
+++ b/src/server/game/Scripting/ScriptMgr.h
@@ -420,9 +420,6 @@ class TC_GAME_API CreatureScript : public UnitScript
public:
- // Called when the creature tries to spawn. Return false to block spawn and re-evaluate on next tick.
- virtual bool CanSpawn(ObjectGuid::LowType /*spawnId*/, uint32 /*entry*/, CreatureTemplate const* /*baseTemplate*/, CreatureTemplate const* /*actTemplate*/, CreatureData const* /*cData*/, Map const* /*map*/) const { return true; }
-
// Called when a CreatureAI object is needed for the creature.
virtual CreatureAI* GetAI(Creature* /*creature*/) const = 0;
};
@@ -989,7 +986,6 @@ class TC_GAME_API ScriptMgr
public: /* CreatureScript */
- bool CanSpawn(ObjectGuid::LowType spawnId, uint32 entry, CreatureData const* cData, Map const* map);
CreatureAI* GetCreatureAI(Creature* creature);
public: /* GameObjectScript */