Core/Creature: Add another aggressive compatibility mode assertion to catch faulty dynspawn code.
Port From (https://github.com/TrinityCore/TrinityCore/commit/8757a80767a932ceea679e84881c7dd2f89322cb)
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@@ -3144,7 +3144,6 @@ namespace Game.Entities
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m_respawnTime = GetMap().GetCreatureRespawnTime(m_spawnId);
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// Is the creature script objecting to us spawning? If yes, delay by a little bit (then re-check in ::Update)
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if (m_respawnTime == 0 && !map.IsSpawnGroupActive(data.spawnGroupData.groupId))
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{
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Cypher.Assert(m_respawnCompatibilityMode, $"Creature (SpawnID {spawnId}) trying to load in inactive spawn group {data.spawnGroupData.name}.");
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@@ -3153,6 +3152,7 @@ namespace Game.Entities
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if (m_respawnTime != 0) // respawn on UpdateLoadCreatureFromDB
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{
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Cypher.Assert(m_respawnCompatibilityMode, $"Creature (SpawnID {spawnId}) trying to load despite a respawn timer in progress.");
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m_deathState = DeathState.Dead;
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if (CanFly())
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{
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