Core/Pools: Fix pools with 1 member never spawning anything anymore
Port From (https://github.com/TrinityCore/TrinityCore/commit/9c3dc31a3764681ae641e24ab61cd5256cc3331e)
This commit is contained in:
@@ -3277,9 +3277,12 @@ namespace Game.Entities
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return false;
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}
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}
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else
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{
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// compatibility mode creatures will be respawned in ::Update()
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m_deathState = DeathState.Dead;
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}
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// compatibility mode creatures will be respawned in ::Update()
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m_deathState = DeathState.Dead;
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if (CanFly())
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{
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float tz = map.GetHeight(GetPhaseShift(), data.SpawnPoint, true, MapConst.MaxFallDistance);
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@@ -2646,6 +2646,7 @@ namespace Game.Maps
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Global.PoolMgr.UpdatePool(poolId, next.type, next.spawnId);
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// step 3: get rid of the actual entry
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RemoveRespawnTime(next.type, next.spawnId, null, true);
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GetRespawnMapForType(next.type).Remove(next.spawnId);
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}
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else if (CheckRespawn(next)) // see if we're allowed to respawn
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@@ -2657,12 +2658,14 @@ namespace Game.Maps
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DoRespawn(next.type, next.spawnId, next.gridId);
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// step 3: get rid of the actual entry
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RemoveRespawnTime(next.type, next.spawnId, null, true);
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GetRespawnMapForType(next.type).Remove(next.spawnId);
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}
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else if (next.respawnTime == 0)
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{ // just remove this respawn entry without rescheduling
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_respawnTimes.Remove(next);
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GetRespawnMapForType(next.type).Remove(next.spawnId);
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RemoveRespawnTime(next.type, next.spawnId, null, true);
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}
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else
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{ // new respawn time, update heap position
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@@ -490,7 +490,7 @@ namespace Game
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}
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}
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void Despawn1Object(ulong guid, bool alwaysDeleteRespawnTime = false)
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void Despawn1Object(ulong guid, bool alwaysDeleteRespawnTime = false, bool saveRespawnTime = true)
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{
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switch (typeof(T).Name)
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{
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@@ -507,7 +507,7 @@ namespace Game
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foreach (var creature in creatureBounds)
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{
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// For dynamic spawns, save respawn time here
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if (!creature.GetRespawnCompatibilityMode())
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if (saveRespawnTime && !creature.GetRespawnCompatibilityMode())
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creature.SaveRespawnTime();
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creature.AddObjectToRemoveList();
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@@ -532,7 +532,7 @@ namespace Game
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foreach (var go in gameobjectBounds)
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{
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// For dynamic spawns, save respawn time here
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if (!go.GetRespawnCompatibilityMode())
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if (saveRespawnTime && !go.GetRespawnCompatibilityMode())
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go.SaveRespawnTime();
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go.AddObjectToRemoveList();
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@@ -598,7 +598,7 @@ namespace Game
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roll -= obj.chance;
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// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
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// so this need explicit check for this case
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if (roll < 0 && (/*obj.guid == triggerFrom ||*/ !spawns.IsActiveObject<T>(obj.guid)))
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if (roll < 0 && (obj.guid == triggerFrom || !spawns.IsActiveObject<T>(obj.guid)))
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{
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rolledObjects.Add(obj);
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break;
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@@ -608,7 +608,7 @@ namespace Game
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if (!EqualChanced.Empty() && rolledObjects.Empty())
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{
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rolledObjects.AddRange(EqualChanced.Where(obj => /*obj.guid == triggerFrom ||*/ !spawns.IsActiveObject<T>(obj.guid)));
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rolledObjects.AddRange(EqualChanced.Where(obj => obj.guid == triggerFrom || !spawns.IsActiveObject<T>(obj.guid)));
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rolledObjects.RandomResize((uint)count);
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}
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@@ -682,7 +682,14 @@ namespace Game
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void ReSpawn1Object(PoolObject obj)
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{
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// GameObject/Creature is still on map, nothing to do
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switch (typeof(T).Name)
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{
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case "Creature":
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case "GameObject":
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Despawn1Object(obj.guid, false, false);
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Spawn1Object(obj);
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break;
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}
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}
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void RemoveRespawnTimeFromDB(ulong guid)
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