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:
@@ -3144,7 +3144,6 @@ namespace Game.Entities
|
|||||||
|
|
||||||
m_respawnTime = GetMap().GetCreatureRespawnTime(m_spawnId);
|
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))
|
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}.");
|
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
|
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;
|
m_deathState = DeathState.Dead;
|
||||||
if (CanFly())
|
if (CanFly())
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in New Issue
Block a user