From eb7a8584e227b7cbd68c051c044f08c47019586b Mon Sep 17 00:00:00 2001 From: Treeston Date: Wed, 18 Jul 2018 19:07:55 +0200 Subject: Core/GameObject: Fix an edge case where GOs might never respawn after being manually despawned. Closes #21792. (cherry picked from commit 9c5fffb4c51fb53a105b20c97eab19e2ff252788) --- src/server/game/Entities/GameObject/GameObject.cpp | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) (limited to 'src') diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp index c85374bd4be..8b7b9ed6eb7 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -526,7 +526,10 @@ void GameObject::Update(uint32 diff) if (m_despawnDelay > diff) m_despawnDelay -= diff; else + { + m_despawnDelay = 0; DespawnOrUnsummon(0ms, m_despawnRespawnTime); + } } switch (m_lootState) @@ -977,9 +980,11 @@ void GameObject::DespawnOrUnsummon(Milliseconds delay, Seconds forceRespawnTime) } else { - uint32 const respawnDelay = (forceRespawnTime > 0s) ? forceRespawnTime.count() : m_respawnDelayTime; - if (m_goData && respawnDelay) + if (m_goData) + { + uint32 const respawnDelay = (forceRespawnTime > 0s) ? forceRespawnTime.count() : m_goData->spawntimesecs; SaveRespawnTime(respawnDelay); + } Delete(); } } -- cgit v1.2.3