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)
This commit is contained in:
hondacrx
2021-08-09 09:37:36 -04:00
parent bfd44a494d
commit 85ffed189f
6 changed files with 583 additions and 631 deletions
+1 -1
View File
@@ -249,7 +249,7 @@ namespace Game.Maps
if (doSpawn)
instance.SpawnGroupSpawn(groupId, instance);
else // otherwise, set it as inactive so it no longer respawns (but don't despawn it)
instance.SetSpawnGroupActive(groupId, false);
instance.SetSpawnGroupInactive(groupId);
}
}