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