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[9392] Update creature/gameobject pool at despawn instead spawn prepare.
This let solve problem with not despawned creature/gameobject at pool update in case when related grid not loaded. Signed-off-by: VladimirMangos <vladimir@getmangos.com>
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parent
941b2edb10
commit
b2718378ef
6 changed files with 93 additions and 41 deletions
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@ -76,9 +76,9 @@ class PoolGroup
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PoolObject* RollOne(SpawnedPoolData& spawns, uint32 triggerFrom);
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void DespawnObject(SpawnedPoolData& spawns, uint32 guid=0);
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void Despawn1Object(uint32 guid);
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void SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom);
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void SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom, bool instantly);
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void Spawn1Object(PoolObject* obj);
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void Spawn1Object(PoolObject* obj, bool instantly);
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void ReSpawn1Object(PoolObject* obj);
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void RemoveOneRelation(uint16 child_pool_id);
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private:
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@ -104,7 +104,7 @@ class PoolManager
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bool CheckPool(uint16 pool_id) const;
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void SpawnPool(uint16 pool_id);
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void SpawnPool(uint16 pool_id, bool instantly);
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void DespawnPool(uint16 pool_id);
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template<typename T>
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@ -112,7 +112,7 @@ class PoolManager
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protected:
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template<typename T>
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void SpawnPool(uint16 pool_id, uint32 db_guid_or_pool_id);
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void SpawnPoolGroup(uint16 pool_id, uint32 db_guid_or_pool_id, bool instantly);
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uint16 max_pool_id;
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typedef std::vector<PoolTemplateData> PoolTemplateDataMap;
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