Core/Misc: Replace Time.UnixTime with GameTime.GetGameTime()
Port From (https://github.com/TrinityCore/TrinityCore/commit/e17e4e6f0700c7d950e1b2654c217ec8b28ae79e)
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@@ -3041,7 +3041,7 @@ namespace Game.Entities
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Log.outDebug(LogFilter.Player, "STORAGE: AddItemToBuyBackSlot item = {0}, slot = {1}", pItem.GetEntry(), slot);
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m_items[slot] = pItem;
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var time = Time.UnixTime;
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var time = GameTime.GetGameTime();
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uint etime = (uint)(time - m_logintime + (30 * 3600));
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uint eslot = slot - InventorySlots.BuyBackStart;
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@@ -5968,7 +5968,7 @@ namespace Game.Entities
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// loot was generated and respawntime has passed since then, allow to recreate loot
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// to avoid bugs, this rule covers spawned gameobjects only
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if (go.IsSpawnedByDefault() && go.GetLootState() == LootState.Activated && !go.loot.IsLooted() && go.GetLootGenerationTime() + go.GetRespawnDelay() < Time.UnixTime)
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if (go.IsSpawnedByDefault() && go.GetLootState() == LootState.Activated && !go.loot.IsLooted() && go.GetLootGenerationTime() + go.GetRespawnDelay() < GameTime.GetGameTime())
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go.SetLootState(LootState.Ready);
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if (go.GetLootState() == LootState.Ready)
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