Entities/GO: GameObjects now support (delayed) despawning in a reasonable manner.
Port From (https://github.com/TrinityCore/TrinityCore/commit/bccd81e12ac418d2ba76c1cd6470c813a4d19229)
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@@ -45,6 +45,7 @@ namespace Game.Entities
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m_updateFlag.Rotation = true;
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m_respawnDelayTime = 300;
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m_despawnDelay = 0;
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m_lootState = LootState.NotReady;
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m_spawnedByDefault = true;
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@@ -423,6 +424,14 @@ namespace Game.Entities
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else if (!AIM_Initialize())
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Log.outError(LogFilter.Server, "Could not initialize GameObjectAI");
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if (m_despawnDelay != 0)
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{
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if (m_despawnDelay > diff)
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m_despawnDelay -= diff;
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else
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DespawnOrUnsummon();
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}
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switch (m_lootState)
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{
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case LootState.NotReady:
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@@ -861,6 +870,21 @@ namespace Game.Entities
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m_unique_users.Add(player.GetGUID());
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}
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void DespawnOrUnsummon(TimeSpan delay = default)
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{
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if (delay > TimeSpan.Zero)
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{
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if (m_despawnDelay == 0 || m_despawnDelay > delay.TotalMilliseconds)
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m_despawnDelay = (uint)delay.TotalMilliseconds;
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}
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else
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{
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if (m_goData != null && m_respawnDelayTime != 0)
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SaveRespawnTime(m_respawnDelayTime);
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Delete();
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}
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}
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public void Delete()
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{
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SetLootState(LootState.NotReady);
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@@ -1160,7 +1184,7 @@ namespace Game.Entities
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public override void SaveRespawnTime(uint forceDelay = 0, bool savetodb = true)
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{
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if (m_goData != null && m_respawnTime > GameTime.GetGameTime() && m_spawnedByDefault)
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if (m_goData != null && (forceDelay != 0 || m_respawnTime > GameTime.GetGameTime()) && m_spawnedByDefault)
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{
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if (m_respawnCompatibilityMode)
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{
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@@ -2858,6 +2882,7 @@ namespace Game.Entities
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uint m_spellId;
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long m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()),
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uint m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer
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uint m_despawnDelay;
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LootState m_lootState;
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ObjectGuid m_lootStateUnitGUID; // GUID of the unit passed with SetLootState(LootState, Unit*)
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bool m_spawnedByDefault;
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