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-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.cpp2
-rw-r--r--src/server/game/Entities/Creature/Creature.cpp25
2 files changed, 17 insertions, 10 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
index 71125e716a6..bde3a192642 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
@@ -537,7 +537,7 @@ bool BossAI::CanAIAttack(Unit const* target) const
return CheckBoundary(target);
}
-void BossAI::_DespawnAtEvade(uint32 delayToRespawn, Creature* who)
+void BossAI::_DespawnAtEvade(uint32 delayToRespawn /*= 30*/, Creature* who /*= nullptr*/)
{
if (delayToRespawn < 2)
{
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index 1d17e161b47..663976fca6a 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -2048,27 +2048,34 @@ void Creature::ForcedDespawn(uint32 timeMSToDespawn, Seconds const& forceRespawn
{
if (timeMSToDespawn)
{
- ForcedDespawnDelayEvent* pEvent = new ForcedDespawnDelayEvent(*this, forceRespawnTimer);
-
- m_Events.AddEvent(pEvent, m_Events.CalculateTime(timeMSToDespawn));
+ m_Events.AddEvent(new ForcedDespawnDelayEvent(*this, forceRespawnTimer), m_Events.CalculateTime(timeMSToDespawn));
return;
}
+ uint32 corpseDelay = GetCorpseDelay();
+ uint32 respawnDelay = GetRespawnDelay();
+
// do it before killing creature
DestroyForNearbyPlayers();
+ bool overrideRespawnTime = false;
if (IsAlive())
- setDeathState(JUST_DIED);
-
- bool overrideRespawnTime = true;
- if (forceRespawnTimer > Seconds::zero())
{
- SetRespawnTime(forceRespawnTimer.count());
- overrideRespawnTime = false;
+ if (forceRespawnTimer > Seconds::zero())
+ {
+ SetCorpseDelay(0);
+ SetRespawnDelay(forceRespawnTimer.count());
+ overrideRespawnTime = false;
+ }
+
+ setDeathState(JUST_DIED);
}
// Skip corpse decay time
RemoveCorpse(overrideRespawnTime, false);
+
+ SetCorpseDelay(corpseDelay);
+ SetRespawnDelay(respawnDelay);
}
void Creature::DespawnOrUnsummon(uint32 msTimeToDespawn /*= 0*/, Seconds const& forceRespawnTimer /*= 0*/)