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-rw-r--r--src/server/game/Entities/Creature/Creature.cpp32
-rw-r--r--src/server/game/Entities/Creature/Creature.h2
2 files changed, 32 insertions, 2 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index 7558929296d..73b9e0580cf 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -1292,8 +1292,38 @@ bool Creature::CreateFromProto(ObjectGuid::LowType guidlow, uint32 entry, Creatu
return true;
}
-bool Creature::LoadCreatureFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap)
+bool Creature::LoadCreatureFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap, bool allowDuplicate)
{
+ if (!allowDuplicate)
+ {
+ // If an alive instance of this spawnId is already found, skip creation
+ // If only dead instance(s) exist, despawn them and spawn a new (maybe also dead) version
+ const auto creatureBounds = map->GetCreatureBySpawnIdStore().equal_range(spawnId);
+ std::vector <Creature*> despawnList;
+
+ if (creatureBounds.first != creatureBounds.second)
+ {
+ for (auto itr = creatureBounds.first; itr != creatureBounds.second; ++itr)
+ {
+ if (itr->second->IsAlive())
+ {
+ TC_LOG_DEBUG("maps", "Would have spawned %u but %s already exists", spawnId, creatureBounds.first->second->GetGUID().ToString().c_str());
+ return false;
+ }
+ else
+ {
+ despawnList.push_back(itr->second);
+ TC_LOG_DEBUG("maps", "Despawned dead instance of spawn %u (%s)", spawnId, itr->second->GetGUID().ToString().c_str());
+ }
+ }
+
+ for (Creature* despawnCreature : despawnList)
+ {
+ despawnCreature->AddObjectToRemoveList();
+ }
+ }
+ }
+
CreatureData const* data = sObjectMgr->GetCreatureData(spawnId);
if (!data)
diff --git a/src/server/game/Entities/Creature/Creature.h b/src/server/game/Entities/Creature/Creature.h
index d0b25971358..a2d8dda7a7c 100644
--- a/src/server/game/Entities/Creature/Creature.h
+++ b/src/server/game/Entities/Creature/Creature.h
@@ -535,7 +535,7 @@ class Creature : public Unit, public GridObject<Creature>, public MapObject
void setDeathState(DeathState s) override; // override virtual Unit::setDeathState
bool LoadFromDB(ObjectGuid::LowType spawnId, Map* map) { return LoadCreatureFromDB(spawnId, map, false); }
- bool LoadCreatureFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap = true);
+ bool LoadCreatureFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap = true, bool allowDuplicate = false);
void SaveToDB();
// overriden in Pet
virtual void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask);