Core/Creature: Add another aggressive compatibility mode assertion to catch faulty dynspawn code.

Port From (https://github.com/TrinityCore/TrinityCore/commit/8757a80767a932ceea679e84881c7dd2f89322cb)
This commit is contained in:
hondacrx
2021-08-09 11:36:10 -04:00
parent 06fe13fbab
commit 1f72103d78
+1 -1
View File
@@ -3144,7 +3144,6 @@ namespace Game.Entities
m_respawnTime = GetMap().GetCreatureRespawnTime(m_spawnId);
// Is the creature script objecting to us spawning? If yes, delay by a little bit (then re-check in ::Update)
if (m_respawnTime == 0 && !map.IsSpawnGroupActive(data.spawnGroupData.groupId))
{
Cypher.Assert(m_respawnCompatibilityMode, $"Creature (SpawnID {spawnId}) trying to load in inactive spawn group {data.spawnGroupData.name}.");
@@ -3153,6 +3152,7 @@ namespace Game.Entities
if (m_respawnTime != 0) // respawn on UpdateLoadCreatureFromDB
{
Cypher.Assert(m_respawnCompatibilityMode, $"Creature (SpawnID {spawnId}) trying to load despite a respawn timer in progress.");
m_deathState = DeathState.Dead;
if (CanFly())
{