Core/Spawn: Move spawn group state management from sObjectMgr to the Map object, which makes it actually function as intended with instances.
Port From (https://github.com/TrinityCore/TrinityCore/commit/27806eeac9d2588d2f7a3b8a0852d45b15a6a241)
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@@ -59,7 +59,7 @@ namespace Game.Chat
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Player player = handler.GetSession().GetPlayer();
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if (!Global.ObjectMgr.SpawnGroupDespawn(groupId, player.GetMap(), deleteRespawnTimes))
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if (!player.GetMap().SpawnGroupDespawn(groupId, deleteRespawnTimes))
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{
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handler.SendSysMessage(CypherStrings.SpawngroupBadgroup, groupId);
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return false;
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@@ -142,8 +142,7 @@ namespace Game.Chat
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if (target.GetCreatureData() != null && target.GetCreatureData().spawnGroupData.groupId != 0)
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{
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SpawnGroupTemplateData groupData = target.GetCreatureData().spawnGroupData;
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if (groupData != null)
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handler.SendSysMessage(CypherStrings.SpawninfoGroupId, groupData.name, groupData.groupId, groupData.flags, groupData.isActive);
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handler.SendSysMessage(CypherStrings.SpawninfoGroupId, groupData.name, groupData.groupId, groupData.flags, target.GetMap().IsSpawnGroupActive(groupData.groupId));
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}
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handler.SendSysMessage(CypherStrings.SpawninfoCompatibilityMode, target.GetRespawnCompatibilityMode());
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handler.SendSysMessage(CypherStrings.NpcinfoLevel, target.GetLevel());
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@@ -448,7 +447,7 @@ namespace Game.Chat
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Player player = handler.GetSession().GetPlayer();
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List<WorldObject> creatureList = new List<WorldObject>();
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if (!Global.ObjectMgr.SpawnGroupSpawn(groupId, player.GetMap(), ignoreRespawn, force, creatureList))
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if (!player.GetMap().SpawnGroupSpawn(groupId, ignoreRespawn, force, creatureList))
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{
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handler.SendSysMessage(CypherStrings.SpawngroupBadgroup, groupId);
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return false;
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