Core/Instance: stop updating the instance resettimes based on creature respawns
Port From (https://github.com/TrinityCore/TrinityCore/commit/7dcc185a151745c8a12e23708bb5d457e5796032)
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@@ -1030,7 +1030,7 @@ namespace Game.Entities
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byte difficulty = result.Read<byte>(3);
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BindExtensionState extendState = (BindExtensionState)result.Read<byte>(4);
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long resetTime = result.Read<uint>(5);
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long resetTime = result.Read<long>(5);
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// the resettime for normal instances is only saved when the InstanceSave is unloaded
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// so the value read from the DB may be wrong here but only if the InstanceSave is loaded
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// and in that case it is not used
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@@ -1609,7 +1609,7 @@ namespace Game.Entities
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{
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// the reset time is set but not added to the scheduler
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// until the players leave the instance
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long resettime = creature.GetRespawnTimeEx() + 2 * Time.Hour;
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long resettime = GameTime.GetGameTime() + 2 * Time.Hour;
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InstanceSave save = Global.InstanceSaveMgr.GetInstanceSave(creature.GetInstanceId());
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if (save != null)
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if (save.GetResetTime() < resettime)
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