Core/Maps: Properly set initial spawn group state for groups that have conditions
Port From (https://github.com/TrinityCore/TrinityCore/commit/fb64d7fe8efe5ecba40123cdc96195d3ca52d7c0)
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@@ -49,6 +49,7 @@ namespace Game.Entities
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Map map = new Map(mapId, i_gridCleanUpDelay, instanceId, Difficulty.None);
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map.LoadRespawnTimes();
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map.LoadCorpseData();
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map.InitSpawnGroupState();
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if (WorldConfig.GetBoolValue(WorldCfg.BasemapLoadGrids))
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map.LoadAllCells();
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@@ -82,6 +83,7 @@ namespace Game.Entities
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map.CreateInstanceData();
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map.SetInstanceScenario(Global.ScenarioMgr.CreateInstanceScenario(map, team));
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map.InitSpawnGroupState();
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if (WorldConfig.GetBoolValue(WorldCfg.InstancemapLoadGrids))
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map.LoadAllCells();
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@@ -97,6 +99,7 @@ namespace Game.Entities
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Cypher.Assert(map.IsBattlegroundOrArena());
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map.SetBG(bg);
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bg.SetBgMap(map);
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map.InitSpawnGroupState();
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if (WorldConfig.GetBoolValue(WorldCfg.BattlegroundMapLoadGrids))
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map.LoadAllCells();
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@@ -108,6 +111,7 @@ namespace Game.Entities
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{
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GarrisonMap map = new GarrisonMap(mapId, i_gridCleanUpDelay, instanceId, owner.GetGUID());
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Cypher.Assert(map.IsGarrison());
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map.InitSpawnGroupState();
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return map;
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}
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