From 94b5d9bfa1195ad7c32cf51a665b55514dac0938 Mon Sep 17 00:00:00 2001 From: Treeston Date: Thu, 22 Feb 2018 20:31:42 +0100 Subject: 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. --- src/server/game/Instances/InstanceScript.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/server/game/Instances/InstanceScript.cpp') diff --git a/src/server/game/Instances/InstanceScript.cpp b/src/server/game/Instances/InstanceScript.cpp index 540ea2b3c33..71fd330f0cf 100644 --- a/src/server/game/Instances/InstanceScript.cpp +++ b/src/server/game/Instances/InstanceScript.cpp @@ -265,7 +265,7 @@ void InstanceScript::UpdateSpawnGroups() if (doSpawn) instance->SpawnGroupSpawn(groupId); else // otherwise, set it as inactive so it no longer respawns (but don't despawn it) - instance->SetSpawnGroupActive(groupId, false); + instance->SetSpawnGroupInactive(groupId); } } -- cgit v1.2.3