Core/Spawns: merged Dynamic Spawning
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@@ -1901,10 +1901,22 @@ public:
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return true;
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}
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// First handle any creatures that still have a corpse around
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Trinity::RespawnDo u_do;
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Trinity::WorldObjectWorker<Trinity::RespawnDo> worker(player, u_do);
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Cell::VisitGridObjects(player, worker, player->GetGridActivationRange());
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// Now handle any that had despawned, but had respawn time logged.
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std::vector<RespawnInfo*> data;
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player->GetMap()->GetRespawnInfo(data, SPAWN_TYPEMASK_ALL, 0);
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if (!data.empty())
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{
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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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}
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return true;
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}
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