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/Scripting/ScriptMgr.h | 4 ---- 1 file changed, 4 deletions(-) (limited to 'src/server/game/Scripting/ScriptMgr.h') diff --git a/src/server/game/Scripting/ScriptMgr.h b/src/server/game/Scripting/ScriptMgr.h index bc7e75ca91b..39a51c3be6d 100644 --- a/src/server/game/Scripting/ScriptMgr.h +++ b/src/server/game/Scripting/ScriptMgr.h @@ -417,9 +417,6 @@ class TC_GAME_API CreatureScript : public UnitScript public: - // Called when the creature tries to spawn. Return false to block spawn and re-evaluate on next tick. - virtual bool CanSpawn(ObjectGuid::LowType /*spawnId*/, uint32 /*entry*/, CreatureTemplate const* /*baseTemplate*/, CreatureTemplate const* /*actTemplate*/, CreatureData const* /*cData*/, Map const* /*map*/) const { return true; } - // Called when a CreatureAI object is needed for the creature. virtual CreatureAI* GetAI(Creature* /*creature*/) const = 0; }; @@ -920,7 +917,6 @@ class TC_GAME_API ScriptMgr public: /* CreatureScript */ - bool CanSpawn(ObjectGuid::LowType spawnId, uint32 entry, CreatureData const* cData, Map const* map); CreatureAI* GetCreatureAI(Creature* creature); public: /* GameObjectScript */ -- cgit v1.2.3