From 2532de6acb7d73957a8fca44e7fc26160f47cc47 Mon Sep 17 00:00:00 2001 From: Treeston Date: Mon, 8 Jul 2019 11:33:09 +0200 Subject: Entities/Unit: Nuke Map::ForceRespawn from orbit, with the following implications: - .npc respawn no longer causes stupid things to happen (Fixes #23014) - ::DeleteFromDB methods on Creature and GameObject rewritten to be as sensible as such a colossally stupid method can ever be. They're static now. - .npc delete and .gobj delete ported to new argument handling, and rewritten as per above. They can no longer crash the server when used in instances, too. Yay for that. - Adjusted various dusty cobwebbed hacks around the core (why does waypoint visualization use permanent spawns *shudder*) to still work too. (cherry picked from commit 84b7b2e08ea55575cbe62d795383d4a5341ffd4d) --- src/server/game/Maps/Map.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'src/server/game/Maps/Map.cpp') diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp index 8d8a6f2d4bd..dbc3ba69480 100644 --- a/src/server/game/Maps/Map.cpp +++ b/src/server/game/Maps/Map.cpp @@ -3218,9 +3218,9 @@ void Map::DoRespawn(SpawnObjectType type, ObjectGuid::LowType spawnId, uint32 gr } } -void Map::Respawn(RespawnInfo* info, bool force, CharacterDatabaseTransaction dbTrans) +void Map::Respawn(RespawnInfo* info, CharacterDatabaseTransaction dbTrans) { - if (!force && !CheckRespawn(info)) + if (!CheckRespawn(info)) { if (info->respawnTime) SaveRespawnTime(info->type, info->spawnId, info->entry, info->respawnTime, info->zoneId, info->gridId, true, true, dbTrans); @@ -3237,11 +3237,11 @@ void Map::Respawn(RespawnInfo* info, bool force, CharacterDatabaseTransaction db DoRespawn(type, spawnId, gridId); } -void Map::Respawn(std::vector& respawnData, bool force, CharacterDatabaseTransaction dbTrans) +void Map::Respawn(std::vector& respawnData, CharacterDatabaseTransaction dbTrans) { CharacterDatabaseTransaction trans = dbTrans ? dbTrans : CharacterDatabase.BeginTransaction(); for (RespawnInfo* info : respawnData) - Respawn(info, force, trans); + Respawn(info, trans); if (!dbTrans) CharacterDatabase.CommitTransaction(trans); } -- cgit v1.2.3