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Entities/Unit: Nuke Map::ForceRespawn from orbit, with the following implications:
- .npc respawn no longer causes stupid things to happen (Fixes #23014) - ::DeleteFromDB methods on Creature and GameObject rewritten to be as sensible as such a colossally stupid method can ever be. They're static now. - .npc delete and .gobj delete ported to new argument handling, and rewritten as per above. They can no longer crash the server when used in instances, too. Yay for that. - Adjusted various dusty cobwebbed hacks around the core (why does waypoint visualization use permanent spawns *shudder*) to still work too.
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@@ -1911,7 +1911,7 @@ public:
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uint32 const gridId = Trinity::ComputeGridCoord(player->GetPositionX(), player->GetPositionY()).GetId();
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for (RespawnInfo* info : data)
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if (info->gridId == gridId)
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player->GetMap()->ForceRespawn(info->type, info->spawnId);
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player->GetMap()->RemoveRespawnTime(info, true);
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}
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return true;
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