Core/Misc: Various dynspawn cleanup and refactors split off from pooling rewrite:
- Map::RemoveRespawnTime(SpawnObjectType, LowType, doRespawn) split into Map::Respawn and Map::RemoveRespawnTime, without the extra boolean - Map::RemoveRespawnTime(RespawnInfo*) merged into Map::DeleteRespawnInfo(RespawnInfo*) and is now private - Map::DeleteRespawnInfo(void) renamed to Map::UnloadAllRespawnInfos to properly describe what it does - Map::ProcessRespawns now actually saves the delayed respawn time to DB if the respawn was delayed - Map::AddRespawnInfo now takes const reference, and returns success as a boolean - Map::AddRespawnInfo no longer offers an unused "replace" parameter - Map::DeleteRespawnInfo no longer offers a variety of unused private overloads - Map::SaveRespawnTime no longer offers a tantalizing writeDB parameter. Parameter is now called "startup" to properly describe what it does. - Map::SaveRespawnInfoDB now takes RespawnInfo reference instead of all the various fields. Still public because compatibility mode. QQ. - Map::GetWorldObjectBySpawnId sanitized - Map::GetXRespawnTime methods sanitized to all go through Map::GetRespawnTime ---------- Core/DB: Unify `creature_respawn` and `gameobject_respawn` into a single `respawn` table
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@@ -1918,7 +1918,7 @@ 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()->RemoveRespawnTime(info, true);
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player->GetMap()->Respawn(info->type, info->spawnId);
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}
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return true;
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