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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.h
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.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 bc7e75ca91b..39a51c3be6d 100644
--- a/src/server/game/Scripting/ScriptMgr.h
+++ b/src/server/game/Scripting/ScriptMgr.h
@@ -417,9 +417,6 @@ 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;
};
@@ -920,7 +917,6 @@ 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 */