Core/Spawning: Actually check spawn group state before processing a respawn. It feels like that is something that should've been noticed at some point.
Port From (https://github.com/TrinityCore/TrinityCore/commit/5c80f5073493a3d31fd4b463891727beb6fe7eb1)
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@@ -249,7 +249,7 @@ namespace Game.Maps
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if (doSpawn)
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instance.SpawnGroupSpawn(groupId, instance);
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else // otherwise, set it as inactive so it no longer respawns (but don't despawn it)
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instance.SetSpawnGroupActive(groupId, false);
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instance.SetSpawnGroupInactive(groupId);
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}
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}
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