Core/Misc: Various dynspawn cleanup and refactors split off from pooling rewrite:
Port From (https://github.com/TrinityCore/TrinityCore/commit/eee950cdd7bcbe9443a53ea5c4cce35444a503f7)
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@@ -1164,7 +1164,7 @@ namespace Game.Entities
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foreach (GameObject obj in toUnload)
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map.AddObjectToRemoveList(obj);
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map.RemoveRespawnTime(SpawnObjectType.GameObject, spawnId, false, trans);
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map.RemoveRespawnTime(SpawnObjectType.GameObject, spawnId, trans);
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});
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// delete data from memory
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@@ -1271,7 +1271,11 @@ namespace Game.Entities
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{
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if (m_respawnCompatibilityMode)
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{
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GetMap().SaveRespawnTimeDB(SpawnObjectType.GameObject, m_spawnId, m_respawnTime);
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RespawnInfo ri = new();
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ri.type = SpawnObjectType.GameObject;
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ri.spawnId = m_spawnId;
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ri.respawnTime = m_respawnTime;
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GetMap().SaveRespawnInfoDB(ri);
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return;
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}
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@@ -1337,7 +1341,7 @@ namespace Game.Entities
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if (m_spawnedByDefault && m_respawnTime > 0)
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{
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m_respawnTime = GameTime.GetGameTime();
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GetMap().RemoveRespawnTime(SpawnObjectType.GameObject, m_spawnId, true);
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GetMap().Respawn(SpawnObjectType.GameObject, m_spawnId);
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}
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}
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