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
-3
View File
@@ -333,9 +333,6 @@ namespace Game.Scripting
public override bool IsDatabaseBound() { return true; }
// Called when the creature tries to spawn. Return false to block spawn and re-evaluate on next tick.
public virtual bool CanSpawn(ulong spawnId, uint entry, CreatureTemplate baseTemplate, CreatureTemplate actTemplate, CreatureData cData, Map map) { return true; }
// Called when a CreatureAI object is needed for the creature.
public virtual CreatureAI GetAI(Creature creature) { return null; }
}