diff --git a/src/game/InstanceSaveMgr.cpp b/src/game/InstanceSaveMgr.cpp index c19462472..375ca5dd9 100644 --- a/src/game/InstanceSaveMgr.cpp +++ b/src/game/InstanceSaveMgr.cpp @@ -128,7 +128,7 @@ void InstanceSaveManager::RemoveInstanceSave(uint32 InstanceId) InstanceSaveHashMap::iterator itr = m_instanceSaveById.find( InstanceId ); if(itr != m_instanceSaveById.end()) { - // save the resettime for normal instances only when they get unloaded + // save the resettime for instances only when they get unloaded if(time_t resettime = itr->second->GetResetTimeForDB()) CharacterDatabase.PExecute("UPDATE instance SET resettime = '"UI64FMTD"' WHERE id = '%u'", (uint64)resettime, InstanceId); delete itr->second; @@ -173,12 +173,7 @@ void InstanceSave::SaveToDB() time_t InstanceSave::GetResetTimeForDB() { - // only save the reset time for normal instances - const MapEntry *entry = sMapStore.LookupEntry(GetMapId()); - if(!entry || entry->map_type == MAP_RAID || GetDifficulty() == DIFFICULTY_HEROIC) - return 0; - else - return GetResetTime(); + return GetResetTime(); } // to cache or not to cache, that is the question