Entities/GO: Add forceRespawnTimer support to DespawnOrUnsummon. Use it in SAI.
Port From (https://github.com/TrinityCore/TrinityCore/commit/168be492f5924d306a90e7f8dfd86a6c547da3d7)
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@@ -429,7 +429,7 @@ namespace Game.Entities
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if (m_despawnDelay > diff)
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m_despawnDelay -= diff;
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else
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DespawnOrUnsummon();
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DespawnOrUnsummon(TimeSpan.FromMilliseconds(0), m_despawnRespawnTime);
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}
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switch (m_lootState)
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@@ -870,17 +870,21 @@ namespace Game.Entities
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m_unique_users.Add(player.GetGUID());
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}
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void DespawnOrUnsummon(TimeSpan delay = default)
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public void DespawnOrUnsummon(TimeSpan delay = default, TimeSpan forceRespawnTime = default)
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{
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if (delay > TimeSpan.Zero)
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{
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if (m_despawnDelay == 0 || m_despawnDelay > delay.TotalMilliseconds)
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{
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m_despawnDelay = (uint)delay.TotalMilliseconds;
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m_despawnRespawnTime = forceRespawnTime;
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}
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}
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else
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{
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if (m_goData != null && m_respawnDelayTime != 0)
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SaveRespawnTime(m_respawnDelayTime);
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uint respawnDelay = (uint)((forceRespawnTime > TimeSpan.Zero) ? forceRespawnTime.TotalSeconds : m_respawnDelayTime);
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if (m_goData != null && respawnDelay != 0)
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SaveRespawnTime(respawnDelay);
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Delete();
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}
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}
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@@ -2883,6 +2887,7 @@ namespace Game.Entities
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long m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()),
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uint m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer
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uint m_despawnDelay;
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TimeSpan m_despawnRespawnTime; // override respawn time after delayed despawn
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LootState m_lootState;
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ObjectGuid m_lootStateUnitGUID; // GUID of the unit passed with SetLootState(LootState, Unit*)
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bool m_spawnedByDefault;
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