Core/Phasing: Implemented db spawns in personal phases
Port From (https://github.com/TrinityCore/TrinityCore/commit/8fabe5a3aacf7797f03d074ab8434f445be64955)
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@@ -482,7 +482,7 @@ namespace Game
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var data = Global.ObjectMgr.GetCreatureData(guid);
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if (data != null)
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{
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Global.ObjectMgr.RemoveCreatureFromGrid(guid, data);
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Global.ObjectMgr.RemoveCreatureFromGrid(data);
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Map map = Global.MapMgr.FindMap(data.MapId, 0);
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if (map != null && !map.Instanceable())
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{
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@@ -504,7 +504,7 @@ namespace Game
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var data = Global.ObjectMgr.GetGameObjectData(guid);
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if (data != null)
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{
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Global.ObjectMgr.RemoveGameObjectFromGrid(guid, data);
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Global.ObjectMgr.RemoveGameObjectFromGrid(data);
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Map map = Global.MapMgr.FindMap(data.MapId, 0);
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if (map != null && !map.Instanceable())
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{
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@@ -619,7 +619,7 @@ namespace Game
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CreatureData data = Global.ObjectMgr.GetCreatureData(obj.guid);
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if (data != null)
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{
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Global.ObjectMgr.AddCreatureToGrid(obj.guid, data);
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Global.ObjectMgr.AddCreatureToGrid(data);
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// Spawn if necessary (loaded grids only)
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Map map = Global.MapMgr.FindMap(data.MapId, 0);
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@@ -634,7 +634,7 @@ namespace Game
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GameObjectData data = Global.ObjectMgr.GetGameObjectData(obj.guid);
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if (data != null)
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{
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Global.ObjectMgr.AddGameObjectToGrid(obj.guid, data);
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Global.ObjectMgr.AddGameObjectToGrid(data);
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// Spawn if necessary (loaded grids only)
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// this base map checked as non-instanced and then only existed
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Map map = Global.MapMgr.FindMap(data.MapId, 0);
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