From bb094c585b7a2a9f9215acdcedf26afcfc9d53ad Mon Sep 17 00:00:00 2001 From: hondacrx Date: Sun, 27 Feb 2022 23:38:18 -0500 Subject: [PATCH] Core/Pools: Attempt to workaround pools being broken Port From (https://github.com/TrinityCore/TrinityCore/commit/74923df35afe6f41b94edada701d50fc53bbaf6e) --- Source/Game/Pools/PoolManager.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Source/Game/Pools/PoolManager.cs b/Source/Game/Pools/PoolManager.cs index 9069f6fab..eaafa59fb 100644 --- a/Source/Game/Pools/PoolManager.cs +++ b/Source/Game/Pools/PoolManager.cs @@ -585,7 +585,7 @@ namespace Game roll -= obj.chance; // Triggering object is marked as spawned at this time and can be also rolled (respawn case) // so this need explicit check for this case - if (roll < 0 && (obj.guid == triggerFrom || !spawns.IsActiveObject(obj.guid))) + if (roll < 0 && (/*obj.guid == triggerFrom ||*/ !spawns.IsActiveObject(obj.guid))) { rolledObjects.Add(obj); break; @@ -595,7 +595,7 @@ namespace Game if (!EqualChanced.Empty() && rolledObjects.Empty()) { - rolledObjects.AddRange(EqualChanced.Where(obj => obj.guid == triggerFrom || !spawns.IsActiveObject(obj.guid))); + rolledObjects.AddRange(EqualChanced.Where(obj => /*obj.guid == triggerFrom ||*/ !spawns.IsActiveObject(obj.guid))); rolledObjects.RandomResize((uint)count); }