Core/Phasing: Implemented db spawns in personal phases
Port From (https://github.com/TrinityCore/TrinityCore/commit/8fabe5a3aacf7797f03d074ab8434f445be64955)
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@@ -80,7 +80,7 @@ namespace Game.Entities
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if (!pos.IsPositionValid())
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return;
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player.GetMap().LoadGrid(firstCamera.locations.X, firstCamera.locations.Y);
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player.GetMap().LoadGridForActiveObject(pos.GetPositionX(), pos.GetPositionY(), player);
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m_CinematicObject = player.SummonCreature(1, pos.posX, pos.posY, pos.posZ, 0.0f, TempSummonType.TimedDespawn, 5 * Time.Minute * Time.InMilliseconds);
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if (m_CinematicObject)
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{
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@@ -2153,6 +2153,13 @@ namespace Game.Entities
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TeleportTo(m_summon_location);
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}
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public override void OnPhaseChange()
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{
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base.OnPhaseChange();
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GetMap().UpdatePersonalPhasesForPlayer(this);
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}
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//GM
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public bool IsAcceptWhispers() { return m_ExtraFlags.HasAnyFlag(PlayerExtraFlags.AcceptWhispers); }
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public void SetAcceptWhispers(bool on)
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