Entities/Creature: Add some more std::chrono overloads

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treeston authored and Aokromes committed 2016-07-20 18:48:17 +02:00
1 parent bde4176861
commit a3fba746d0
2 files changed
+3 -1

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@@ -367,7 +367,8 @@ class BossAI : public ScriptedAI
void _EnterCombat();
void _JustDied();
void _JustReachedHome() { me->setActive(false); }
void _DespawnAtEvade(uint32 delayToRespawn = 30, Creature* who = nullptr);
void _DespawnAtEvade(uint32 delayToRespawn = 30, Creature* who = nullptr);
void _DespawnAtEvade(Milliseconds const& time, Creature* who = nullptr) { _DespawnAtEvade(uint32(time.count()), who); }
void TeleportCheaters();
@@ -595,6 +595,7 @@ class Creature : public Unit, public GridObject<Creature>, public MapObject
void RemoveCorpse(bool setSpawnTime = true);
void DespawnOrUnsummon(uint32 msTimeToDespawn = 0);
void DespawnOrUnsummon(Milliseconds const& time) { DespawnOrUnsummon(uint32(time.count())); }
time_t const& GetRespawnTime() const { return m_respawnTime; }
time_t GetRespawnTimeEx() const;