Core/Creature: improve DB linked_respawn handling
Port From (https://github.com/TrinityCore/TrinityCore/commit/1206e815cd9785e4671f30548140f038567811a2)
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@@ -3523,8 +3523,9 @@ namespace Game
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if (linkedGuidLow == 0) // we're removing the linking
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{
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linkedRespawnStorage.Remove(guid);
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stmt = DB.World.GetPreparedStatement(WorldStatements.DEL_CRELINKED_RESPAWN);
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stmt = DB.World.GetPreparedStatement(WorldStatements.DEL_LINKED_RESPAWN);
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stmt.AddValue(0, guidLow);
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stmt.AddValue(1, (uint)CreatureLinkedRespawnType.CreatureToCreature);
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DB.World.Execute(stmt);
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return true;
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}
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@@ -3553,9 +3554,10 @@ namespace Game
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ObjectGuid linkedGuid = ObjectGuid.Create(HighGuid.Creature, slave.spawnPoint.GetMapId(), slave.Id, linkedGuidLow);
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linkedRespawnStorage[guid] = linkedGuid;
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stmt = DB.World.GetPreparedStatement(WorldStatements.REP_CREATURE_LINKED_RESPAWN);
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stmt = DB.World.GetPreparedStatement(WorldStatements.REP_LINKED_RESPAWN);
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stmt.AddValue(0, guidLow);
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stmt.AddValue(1, linkedGuidLow);
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stmt.AddValue(2, (uint)CreatureLinkedRespawnType.CreatureToCreature);
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DB.World.Execute(stmt);
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return true;
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}
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