Core/Creature: fixed build
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@@ -1542,7 +1542,7 @@ bool Creature::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap,
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// @todo pools need fixing! this is just a temporary thing, but they violate dynspawn principles
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if (!sPoolMgr->IsPartOfAPool<Creature>(spawnId))
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{
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TC_LOG_ERROR("entities.unit", "Creature (SpawnID %u) trying to load in inactive spawn group '%s':\n%s", spawnId, data->spawnGroupData->name.c_str(), GetDebugInfo().c_str());
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TC_LOG_ERROR("entities.unit", "Creature (SpawnID %u) trying to load in inactive spawn group '%s':\n", spawnId, data->spawnGroupData->name.c_str());
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return false;
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}
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}
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@@ -1557,7 +1557,7 @@ bool Creature::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap,
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// @todo same as above
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if (!sPoolMgr->IsPartOfAPool<Creature>(spawnId))
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{
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TC_LOG_ERROR("entities.unit", "Creature (SpawnID %u) trying to load despite a respawn timer in progress:\n%s", spawnId, GetDebugInfo().c_str());
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TC_LOG_ERROR("entities.unit", "Creature (SpawnID %u) trying to load despite a respawn timer in progress:\n", spawnId);
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return false;
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}
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}
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