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-rw-r--r--src/server/game/Entities/Creature/Creature.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index 13c80e7f11d..40e26027ba0 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -1777,13 +1777,14 @@ bool Creature::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap,
if (!m_respawnTime && !map->IsSpawnGroupActive(data->spawnGroupData->groupId))
{
- ASSERT(m_respawnCompatibilityMode, "Creature (SpawnID " UI64FMTD ") trying to load in inactive spawn group %s.", spawnId, data->spawnGroupData->name.c_str());
+ // @todo pools need fixing! this is just a temporary crashfix, but they violate dynspawn principles
+ ASSERT(m_respawnCompatibilityMode || sPoolMgr->IsPartOfAPool<Creature>(spawnId), "Creature (SpawnID " UI64FMTD ") trying to load in inactive spawn group %s.", spawnId, data->spawnGroupData->name.c_str());
m_respawnTime = GameTime::GetGameTime() + urand(4, 7);
}
if (m_respawnTime) // respawn on Update
{
- ASSERT(m_respawnCompatibilityMode, "Creature (SpawnID " UI64FMTD ") trying to load despite a respawn timer in progress.", spawnId);
+ ASSERT(m_respawnCompatibilityMode || sPoolMgr->IsPartOfAPool<Creature>(spawnId), "Creature (SpawnID " UI64FMTD ") trying to load despite a respawn timer in progress.", spawnId);
m_deathState = DEAD;
if (CanFly())
{