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-rw-r--r--src/server/game/Entities/Creature/Creature.cpp19
1 files changed, 12 insertions, 7 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index 959f434d586..8f60b41615d 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -291,7 +291,7 @@ void Creature::RemoveCorpse(bool setSpawnTime, bool destroyForNearbyPlayers)
// Should get removed later, just keep "compatibility" with scripts
if (setSpawnTime)
- m_respawnTime = time(NULL) + respawnDelay;
+ m_respawnTime = std::max<time_t>(time(NULL) + respawnDelay, m_respawnTime);
// if corpse was removed during falling, the falling will continue and override relocation to respawn position
if (IsFalling())
@@ -932,6 +932,9 @@ bool Creature::Create(ObjectGuid::LowType guidlow, Map* map, uint32 phaseMask, u
if (!CreateFromProto(guidlow, entry, data, vehId))
return false;
+ if (GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_DUNGEON_BOSS && map->IsDungeon())
+ m_respawnDelay = 0; // special value, prevents respawn for dungeon bosses unless overridden
+
switch (GetCreatureTemplate()->rank)
{
case CREATURE_ELITE_RARE:
@@ -1422,18 +1425,17 @@ bool Creature::LoadCreatureFromDB(ObjectGuid::LowType spawnId, Map* map, bool ad
m_spawnId = spawnId;
m_creatureData = data;
+ m_respawnradius = data->spawndist;
+ m_respawnDelay = data->spawntimesecs;
if (!Create(map->GenerateLowGuid<HighGuid::Unit>(), map, data->phaseMask, data->id, data->posX, data->posY, data->posZ, data->orientation, data))
return false;
//We should set first home position, because then AI calls home movement
SetHomePosition(data->posX, data->posY, data->posZ, data->orientation);
- m_respawnradius = data->spawndist;
-
- m_respawnDelay = data->spawntimesecs;
m_deathState = ALIVE;
- m_respawnTime = GetMap()->GetCreatureRespawnTime(m_spawnId);
+ m_respawnTime = GetMap()->GetCreatureRespawnTime(m_spawnId);
// Is the creature script objecting to us spawning? If yes, delay by one second (then re-check in ::Update)
if (!m_respawnTime && !sScriptMgr->CanSpawn(spawnId, GetEntry(), GetCreatureTemplate(), GetCreatureData(), map))
@@ -1695,7 +1697,10 @@ void Creature::setDeathState(DeathState s)
if (s == JUST_DIED)
{
m_corpseRemoveTime = time(NULL) + m_corpseDelay;
- m_respawnTime = time(NULL) + m_respawnDelay + m_corpseDelay;
+ if (IsDungeonBoss() && !m_respawnDelay)
+ m_respawnTime = std::numeric_limits<time_t>::max(); // never respawn in this instance
+ else
+ m_respawnTime = time(NULL) + m_respawnDelay + m_corpseDelay;
// always save boss respawn time at death to prevent crash cheating
if (sWorld->getBoolConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY) || isWorldBoss())
@@ -2514,7 +2519,7 @@ void Creature::AllLootRemovedFromCorpse()
else
m_corpseRemoveTime = now + uint32(m_corpseDelay * decayRate);
- m_respawnTime = m_corpseRemoveTime + m_respawnDelay;
+ m_respawnTime = std::max<time_t>(m_corpseRemoveTime + m_respawnDelay, m_respawnTime);
}
uint8 Creature::getLevelForTarget(WorldObject const* target) const